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|
/* 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 "bladerunner/debugger.h"
#include "bladerunner/actor.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/boundingbox.h"
#include "bladerunner/combat.h"
#include "bladerunner/font.h"
#include "bladerunner/game_constants.h"
#include "bladerunner/game_flags.h"
#include "bladerunner/game_info.h"
#include "bladerunner/light.h"
#include "bladerunner/lights.h"
#include "bladerunner/regions.h"
#include "bladerunner/savefile.h"
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/settings.h"
#include "bladerunner/set.h"
#include "bladerunner/text_resource.h"
#include "bladerunner/vector.h"
#include "bladerunner/view.h"
#include "bladerunner/vqa_decoder.h"
#include "bladerunner/vqa_player.h"
#include "bladerunner/waypoints.h"
#include "bladerunner/zbuffer.h"
#include "common/debug.h"
#include "common/str.h"
#include "graphics/surface.h"
namespace BladeRunner {
Debugger::Debugger(BladeRunnerEngine *vm) : GUI::Debugger() {
_vm = vm;
_viewSceneObjects = false;
_viewActorsOnly = false;
_viewObstacles = false;
_viewUI = false;
_viewZBuffer = false;
registerCmd("anim", WRAP_METHOD(Debugger, cmdAnimation));
registerCmd("draw", WRAP_METHOD(Debugger, cmdDraw));
registerCmd("flag", WRAP_METHOD(Debugger, cmdFlag));
registerCmd("goal", WRAP_METHOD(Debugger, cmdGoal));
registerCmd("loop", WRAP_METHOD(Debugger, cmdLoop));
registerCmd("pos", WRAP_METHOD(Debugger, cmdPosition));
registerCmd("say", WRAP_METHOD(Debugger, cmdSay));
registerCmd("scene", WRAP_METHOD(Debugger, cmdScene));
registerCmd("var", WRAP_METHOD(Debugger, cmdVariable));
registerCmd("clue", WRAP_METHOD(Debugger, cmdClue));
registerCmd("load", WRAP_METHOD(Debugger, cmdLoad));
registerCmd("save", WRAP_METHOD(Debugger, cmdSave));
}
Debugger::~Debugger() {
}
bool Debugger::cmdAnimation(int argc, const char **argv) {
if (argc != 2 && argc != 3) {
debugPrintf("Get or set animation mode of the actor.\n");
debugPrintf("Usage: %s <actorId> [<animationMode>]\n", argv[0]);
return true;
}
int actorId = atoi(argv[1]);
Actor *actor = nullptr;
if (actorId >= 0 && actorId < (int)_vm->_gameInfo->getActorCount()) {
actor = _vm->_actors[actorId];
}
if (actor == nullptr) {
debugPrintf("Unknown actor %i\n", actorId);
return true;
}
if (argc == 3) {
int animationMode = atoi(argv[2]);
debugPrintf("actorAnimationMode(%i) = %i\n", actorId, animationMode);
actor->changeAnimationMode(animationMode);
return false;
}
debugPrintf("actorAnimationMode(%i) = %i\n", actorId, actor->getAnimationMode());
return true;
}
bool Debugger::cmdDraw(int argc, const char **argv) {
if (argc != 2) {
debugPrintf("Enables debug rendering of scene objects, obstacles, ui elements, zbuffer or disables debug rendering.\n");
debugPrintf("Usage: %s (obj | actors | obstacles | ui | zbuf | reset)\n", argv[0]);
return true;
}
Common::String arg = argv[1];
if (arg == "obj") {
_viewSceneObjects = !_viewSceneObjects;
debugPrintf("Drawing scene objects = %i\n", _viewSceneObjects);
} else if (arg == "actors") {
_viewSceneObjects = !_viewSceneObjects;
_viewActorsOnly = _viewSceneObjects;
debugPrintf("Drawing scene actors = %i\n", _viewSceneObjects);
} else if (arg == "obstacles") {
_viewObstacles = !_viewObstacles;
debugPrintf("Drawing obstacles = %i\n", _viewObstacles);
} else if (arg == "ui") {
_viewUI = !_viewUI;
debugPrintf("Drawing UI elements = %i\n", _viewUI);
} else if (arg == "zbuf") {
_viewZBuffer = !_viewZBuffer;
debugPrintf("Drawing Z buffer = %i\n", _viewZBuffer);
} else if (arg == "reset") {
_viewSceneObjects = false;
_viewUI = false;
_viewZBuffer = false;
debugPrintf("Drawing scene objects = %i\n", _viewSceneObjects);
debugPrintf("Drawing UI elements = %i\n", _viewUI);
debugPrintf("Drawing Z buffer = %i\n", _viewZBuffer);
}
return true;
}
bool Debugger::cmdFlag(int argc, const char **argv) {
if (argc != 2 && argc != 3) {
debugPrintf("Get or set game flag (boolean value).\n");
debugPrintf("Usage: %s <id> [<value>]\n", argv[0]);
return true;
}
int flag = atoi(argv[1]);
int flagCount = _vm->_gameInfo->getFlagCount();
if (flag > 0 && flag < flagCount) {
if (argc == 3) {
int value = atoi(argv[2]);
if (value == 0) {
_vm->_gameFlags->reset(flag);
} else {
_vm->_gameFlags->set(flag);
}
}
debugPrintf("flag(%i) = %i\n", flag, _vm->_gameFlags->query(flag));
} else {
debugPrintf("Flag id must be between 0 and %i\n", flagCount - 1);
}
return true;
}
bool Debugger::cmdGoal(int argc, const char **argv) {
if (argc != 2 && argc != 3) {
debugPrintf("Get or set goal of the actor.\n");
debugPrintf("Usage: %s <actorId> [<goal>]\n", argv[0]);
return true;
}
int actorId = atoi(argv[1]);
Actor *actor = nullptr;
if (actorId >= 0 && actorId < (int)_vm->_gameInfo->getActorCount()) {
actor = _vm->_actors[actorId];
}
if (actor == nullptr) {
debugPrintf("Unknown actor %i\n", actorId);
return true;
}
if (argc == 3) {
int goal = atoi(argv[2]);
debugPrintf("actorGoal(%i) = %i\n", actorId, goal);
actor->setGoal(goal);
return false;
}
debugPrintf("actorGoal(%i) = %i\n", actorId, actor->getGoal());
return true;
}
bool Debugger::cmdLoop(int argc, const char **argv) {
if (argc != 1 && argc != 2) {
debugPrintf("Show scene loops or play scene loop.\n");
debugPrintf("Usage: %s [<loopId>]\n", argv[0]);
return true;
}
VQADecoder::LoopInfo &loopInfo = _vm->_scene->_vqaPlayer->_decoder._loopInfo;
if (argc == 1) {
debugPrintf("id start end name\n");
for (int i = 0; i < loopInfo.loopCount; ++i) {
debugPrintf("%2d %4d %4d %s\n", i, loopInfo.loops[i].begin, loopInfo.loops[i].end, loopInfo.loops[i].name.c_str());
}
return true;
}
int loopId = atoi(argv[1]);
if (loopId >= 0 && loopId < loopInfo.loopCount) {
_vm->_scene->loopStartSpecial(kSceneLoopModeOnce, loopId, false);
return false;
} else {
debugPrintf("Unknown loop %i\n", loopId);
return true;
}
}
bool Debugger::cmdPosition(int argc, const char **argv) {
if (argc != 2 && argc != 3 && argc != 7) {
debugPrintf("Get or set position of the actor.\n");
debugPrintf("Usage: %s <actorId> [(<setId> <x> <y> <z> <facing>) | <otherActorId>]\n", argv[0]);
return true;
}
int actorId = atoi(argv[1]);
Actor *actor = nullptr;
if (actorId >= 0 && actorId < (int)_vm->_gameInfo->getActorCount()) {
actor = _vm->_actors[actorId];
}
if (actor == nullptr) {
debugPrintf("Unknown actor %i\n", actorId);
return true;
}
if (argc == 2) {
debugPrintf("actorSet(%i) = %i\n", actorId, actor->getSetId());
debugPrintf("actorX(%i) = %f\n", actorId, actor->getX());
debugPrintf("actorY(%i) = %f\n", actorId, actor->getY());
debugPrintf("actorZ(%i) = %f\n", actorId, actor->getZ());
debugPrintf("actorFacing(%i) = %i\n", actorId, actor->getFacing());
}
if (argc == 3) {
int otherActorId = atoi(argv[2]);
Actor *otherActor = nullptr;
if (otherActorId >= 0 && otherActorId < (int)_vm->_gameInfo->getActorCount()) {
otherActor = _vm->_actors[otherActorId];
}
if (otherActor == nullptr) {
debugPrintf("Unknown actor %i\n", otherActorId);
return true;
}
Vector3 position = otherActor->getXYZ();
actor->setSetId(otherActor->getSetId());
actor->setAtXYZ(position, otherActor->getFacing());
}
if (argc == 7) {
int setId = atoi(argv[2]);
Vector3 position(atof(argv[3]), atof(argv[4]), atof(argv[5]));
int facing = atoi(argv[6]);
actor->setSetId(setId);
actor->setAtXYZ(position, facing);
}
return true;
}
bool Debugger::cmdSay(int argc, const char **argv) {
if (argc != 3) {
debugPrintf("Actor will say specified line.\n");
debugPrintf("Usage: %s <actorId> <sentenceId>\n", argv[0]);
return true;
}
int actorId = atoi(argv[1]);
int sentenceId = atoi(argv[2]);
Actor *actor = nullptr;
if ((actorId >= 0 && actorId < (int)_vm->_gameInfo->getActorCount()) || (actorId == kActorVoiceOver)) {
actor = _vm->_actors[actorId];
}
if (actor == nullptr) {
debugPrintf("Unknown actor %i\n", actorId);
return true;
}
actor->speechPlay(sentenceId, true);
return false;
}
const struct SceneList {
int chapter;
const char *name;
int set;
int scene;
} sceneList[] = {
{ 1, "CT01", 4, 13 }, { 1, "CT02", 27, 14 }, { 1, "CT03", 5, 15 }, { 1, "CT04", 5, 16 },
{ 1, "CT05", 28, 17 }, { 1, "CT06", 29, 18 }, { 1, "CT07", 30, 19 }, { 1, "CT12", 4, 24 },
{ 1, "MA01", 49, 48 }, { 1, "MA02", 10, 49 }, { 1, "MA04", 10, 50 }, { 1, "MA04", 50, 50 },
{ 1, "MA05", 51, 51 }, { 1, "MA06", 52, 52 }, { 1, "MA07", 53, 53 }, { 1, "PS01", 61, 65 },
{ 1, "PS02", 62, 66 }, { 1, "PS03", 63, 67 }, { 1, "PS04", 64, 68 }, { 1, "PS05", 15, 59 },
{ 1, "PS06", 65, 70 }, { 1, "PS07", 66, 71 }, { 1, "PS09", 67, 72 }, { 1, "PS10", 14, 73 },
{ 1, "PS11", 14, 74 }, { 1, "PS12", 14, 75 }, { 1, "PS13", 14, 76 }, { 1, "PS14", 68, 77 },
{ 1, "PS15", 101, 119 }, { 1, "RC01", 69, 78 }, { 1, "RC02", 16, 79 }, { 1, "RC51", 16, 107 },
{ 2, "AR01", 0, 0 }, { 2, "AR02", 0, 1 }, { 2, "BB01", 20, 2 }, { 2, "BB02", 1, 3 },
{ 2, "BB03", 21, 4 }, { 2, "BB04", 1, 5 }, { 2, "BB05", 22, 6 }, { 2, "BB06", 1, 7 },
{ 2, "BB06", 2, 7 }, { 2, "BB07", 2, 8 }, { 2, "BB07", 3, 8 }, { 2, "BB08", 23, 9 },
{ 2, "BB10", 25, 11 }, { 2, "BB11", 26, 12 }, { 2, "BB12", 102, 120 }, { 2, "BB51", 1, 104 },
{ 2, "CT01", 4, 13 }, { 2, "CT02", 27, 14 }, { 2, "CT03", 5, 15 }, { 2, "CT04", 5, 16 },
{ 2, "CT05", 28, 17 }, { 2, "CT06", 29, 18 }, { 2, "CT08", 6, 20 }, { 2, "CT09", 31, 21 },
{ 2, "CT10", 32, 22 }, { 2, "CT11", 33, 23 }, { 2, "CT12", 4, 24 }, { 2, "CT51", 6, 105 },
{ 2, "DR01", 7, 25 }, { 2, "DR02", 7, 26 }, { 2, "DR03", 34, 27 }, { 2, "DR04", 7, 28 },
{ 2, "DR05", 35, 29 }, { 2, "DR06", 36, 30 }, { 2, "HC01", 8, 31 }, { 2, "HC02", 8, 32 },
{ 2, "HC03", 8, 33 }, { 2, "HC04", 8, 106 }, { 2, "HF01", 37, 34 }, { 2, "HF02", 38, 35 },
{ 2, "HF03", 39, 36 }, { 2, "HF04", 40, 37 }, { 2, "HF05", 41, 38 }, { 2, "HF06", 42, 39 },
{ 2, "MA01", 49, 48 }, { 2, "MA02", 10, 49 }, { 2, "MA04", 10, 50 }, { 2, "MA04", 50, 50 },
{ 2, "MA05", 51, 51 }, { 2, "MA06", 52, 52 }, { 2, "MA07", 53, 53 }, { 2, "NR01", 54, 54 },
{ 2, "NR02", 11, 55 }, { 2, "NR03", 55, 56 }, { 2, "NR04", 12, 57 }, { 2, "NR05", 13, 58 },
{ 2, "NR06", 56, 59 }, { 2, "NR07", 57, 60 }, { 2, "NR08", 13, 61 }, { 2, "NR09", 58, 62 },
{ 2, "NR10", 59, 63 }, { 2, "NR11", 60, 64 }, { 2, "PS01", 61, 65 }, { 2, "PS02", 62, 66 },
{ 2, "PS03", 63, 67 }, { 2, "PS04", 64, 68 }, { 2, "PS05", 15, 59 }, { 2, "PS06", 65, 70 },
{ 2, "PS07", 66, 71 }, { 2, "PS09", 67, 72 }, { 2, "PS10", 14, 73 }, { 2, "PS11", 14, 74 },
{ 2, "PS12", 14, 75 }, { 2, "PS13", 14, 76 }, { 2, "PS14", 68, 77 }, { 2, "PS15", 101, 119 },
{ 2, "RC01", 69, 78 }, { 2, "RC03", 70, 80 }, { 2, "RC04", 71, 81 }, { 2, "TB02", 17, 82 },
{ 2, "TB05", 72, 84 }, { 2, "TB06", 73, 85 }, { 2, "TB07", 18, 108 }, { 2, "UG01", 74, 86 },
{ 2, "UG02", 75, 87 }, { 2, "UG03", 76, 88 }, { 2, "UG04", 77, 89 }, { 2, "UG06", 79, 91 },
{ 2, "UG10", 83, 95 },
{ 4, "AR01", 0, 0 }, { 4, "AR02", 0, 1 }, { 4, "BB01", 20, 2 }, { 4, "BB02", 1, 3 },
{ 4, "BB03", 21, 4 }, { 4, "BB04", 1, 5 }, { 4, "BB51", 1, 104 }, { 4, "CT01", 4, 13 },
{ 4, "CT02", 27, 14 }, { 4, "CT03", 5, 15 }, { 4, "CT04", 5, 16 }, { 4, "CT05", 28, 17 },
{ 4, "CT06", 29, 18 }, { 4, "CT08", 6, 20 }, { 4, "CT09", 31, 21 }, { 4, "CT10", 32, 22 },
{ 4, "CT11", 33, 23 }, { 4, "CT12", 4, 24 }, { 4, "CT51", 6, 105 }, { 4, "DR01", 7, 25 },
{ 4, "DR02", 7, 26 }, { 4, "DR03", 34, 27 }, { 4, "DR04", 7, 28 }, { 4, "DR05", 35, 29 },
{ 4, "DR06", 36, 30 }, { 4, "HC01", 8, 31 }, { 4, "HC02", 8, 32 }, { 4, "HC03", 8, 33 },
{ 4, "HC04", 8, 106 }, { 4, "HF01", 37, 34 }, { 4, "HF02", 38, 35 }, { 4, "HF03", 39, 36 },
{ 4, "HF04", 40, 37 }, { 4, "HF05", 41, 38 }, { 4, "HF06", 42, 39 }, { 4, "HF07", 43, 40 },
{ 4, "KP01", 44, 41 }, { 4, "KP02", 45, 42 }, { 4, "KP03", 46, 43 }, { 4, "KP04", 47, 44 },
{ 4, "KP05", 9, 45 }, { 4, "KP06", 9, 46 }, { 4, "KP07", 48, 47 }, { 4, "MA02", 10, 49 },
{ 4, "MA04", 10, 50 }, { 4, "MA04", 50, 50 }, { 4, "MA05", 51, 51 }, { 4, "MA06", 52, 52 },
{ 4, "MA07", 53, 53 }, { 4, "NR01", 54, 54 }, { 4, "NR02", 11, 55 }, { 4, "NR03", 55, 56 },
{ 4, "NR04", 12, 57 }, { 4, "NR05", 13, 58 }, { 4, "NR06", 56, 59 }, { 4, "NR07", 57, 60 },
{ 4, "NR08", 13, 61 }, { 4, "NR09", 58, 62 }, { 4, "NR10", 59, 63 }, { 4, "NR11", 60, 64 },
{ 4, "PS09", 67, 72 }, { 4, "PS14", 68, 77 }, { 4, "RC01", 69, 78 }, { 4, "RC02", 16, 89 },
{ 4, "RC03", 70, 80 }, { 4, "RC04", 71, 81 }, { 4, "RC51", 16, 107 }, { 4, "TB02", 17, 82 },
{ 4, "TB03", 17, 83 }, { 4, "TB07", 18, 108 }, { 4, "UG01", 74, 86 }, { 4, "UG02", 75, 87 },
{ 4, "UG03", 76, 88 }, { 4, "UG04", 77, 89 }, { 4, "UG05", 78, 90 }, { 4, "UG06", 79, 91 },
{ 4, "UG07", 80, 92 }, { 4, "UG08", 81, 93 }, { 4, "UG09", 82, 94 }, { 4, "UG10", 83, 95 },
{ 4, "UG12", 84, 96 }, { 4, "UG13", 85, 97 }, { 4, "UG14", 86, 98 }, { 4, "UG15", 87, 99 },
{ 4, "UG16", 16, 100 }, { 4, "UG17", 88, 101 }, { 4, "UG18", 89, 102 }, { 4, "UG19", 90, 103 },
{ 0, NULL, 0, 0 }
};
bool Debugger::cmdScene(int argc, const char **argv) {
if (argc != 0 && argc > 4) {
debugPrintf("Changes set and scene.\n");
debugPrintf("Usage: %s [(<chapterId> <setId> <sceneId>) | (<chapterId> <sceneName>) | <sceneName>]\n", argv[0]);
return true;
}
// scene <chapterId> <setId> <sceneId>
if (argc == 4 && Common::isDigit(*argv[1]) && Common::isDigit(*argv[2]) && Common::isDigit(*argv[3])) {
int chapterId = atoi(argv[1]);
int setId = atoi(argv[2]);
int sceneId = atoi(argv[3]);
if (chapterId < 1 || chapterId > 5) {
debugPrintf("chapterID must be between 1 and 5\n");
return true;
}
int chapterIdNormalized = chapterId;
if (chapterId == 3 || chapterId == 5) {
chapterIdNormalized = chapterId - 1;
}
// Sanity check
uint i;
for (i = 0; sceneList[i].chapter != 0; i++) {
if (sceneList[i].chapter == chapterIdNormalized &&
sceneList[i].set == setId &&
sceneList[i].scene == sceneId
) {
break;
}
}
if (sceneList[i].chapter == 0) { // end of list
debugPrintf("chapterId, setId and sceneId combination is not valid.\n");
return true;
}
if (chapterId != _vm->_settings->getChapter()) {
_vm->_settings->setChapter(chapterId);
}
_vm->_settings->setNewSetAndScene(setId, sceneId);
return false;
} else if (argc > 1) {
int chapterId = 0;
Common::String sceneName;
// <chapterId> <sceneName>
if (argc == 3) {
chapterId = atoi(argv[1]);
if (chapterId < 1 || chapterId > 5) {
debugPrintf("chapterId must be between 1 and 5\n");
return true;
}
sceneName = argv[2];
} else if (argc == 2) { // <sceneName>
chapterId = _vm->_settings->getChapter();
sceneName = argv[1];
}
int chapterIdNormalized = chapterId;
if (chapterId == 3 || chapterId == 5) {
chapterIdNormalized = chapterId - 1;
}
uint i;
for (i = 0; sceneList[i].chapter != 0; i++) {
if (sceneList[i].chapter == chapterIdNormalized && sceneName.equalsIgnoreCase(sceneList[i].name))
break;
}
if (sceneList[i].chapter == 0) {
debugPrintf("Invalid scene name or chapter.\n");
return true;
} else {
if (chapterId != _vm->_settings->getChapter())
_vm->_settings->setChapter(chapterId);
}
_vm->_settings->setNewSetAndScene(sceneList[i].set, sceneList[i].scene);
return false;
}
uint i;
for (i = 0; sceneList[i].chapter != 0; i++) {
if (sceneList[i].chapter == _vm->_settings->getChapter() && sceneList[i].set == _vm->_scene->getSetId()
&& sceneList[i].scene == _vm->_scene->getSceneId())
break;
}
debugPrintf("chapterID = %i\nsetId = %i\nsceneId = %i\nsceneName = '%s'\n", _vm->_settings->getChapter(), _vm->_scene->getSetId(),
_vm->_scene->getSceneId(), sceneList[i].name);
return true;
}
bool Debugger::cmdVariable(int argc, const char **argv) {
if (argc != 2 && argc != 3) {
debugPrintf("Get or set game variable (integer).\n");
debugPrintf("Usage: %s <id> [<value>]\n", argv[0]);
return true;
}
int variable = atoi(argv[1]);
int variableCount = _vm->_gameInfo->getGlobalVarCount();
if (variable >= 0 && variable < variableCount) {
if (argc == 3) {
_vm->_gameVars[variable] = atoi(argv[2]);
}
debugPrintf("variable(%i) = %i\n", variable, _vm->_gameVars[variable]);
} else {
debugPrintf("Variable id must be between 0 and %i\n", variableCount - 1);
}
return true;
}
bool Debugger::cmdClue(int argc, const char **argv) {
if (argc != 3 && argc != 4) {
debugPrintf("Get or changes clue for an actor.\n");
debugPrintf("Usage: %s <actorId> <clueId> [<value>]\n", argv[0]);
return true;
}
int actorId = atoi(argv[1]);
Actor *actor = nullptr;
if ((actorId >= 0 && actorId < (int)_vm->_gameInfo->getActorCount()) || (actorId == kActorVoiceOver)) {
actor = _vm->_actors[actorId];
}
if (actor == nullptr) {
debugPrintf("Unknown actor %i\n", actorId);
return true;
}
int clueId = atoi(argv[2]);
// TODO: check clueId
if (argc == 4) {
int value = atoi(argv[3]);
if (value != 0) {
actor->acquireClue(clueId, true, -1);
} else {
actor->loseClue(clueId);
}
}
debugPrintf("actorClue(%i, %i) = %i\n", actorId, clueId, actor->hasClue(clueId));
return true;
}
bool Debugger::cmdLoad(int argc, const char **argv) {
if (argc != 2) {
debugPrintf("Loads a save game from original format.\n");
debugPrintf("Usage: %s <file path>\n", argv[0]);
return true;
}
Common::FSNode fs(argv[1]);
if (!fs.isReadable()) {
debugPrintf("Warning: File %s does not exist or is not readable\n", argv[1]);
return true;
}
Common::SeekableReadStream *saveFile = fs.createReadStream();
_vm->loadGame(*saveFile);
delete saveFile;
return false;
}
bool Debugger::cmdSave(int argc, const char **argv) {
if (argc != 2) {
debugPrintf("Saves game to original format.\n");
debugPrintf("Usage: %s <file path>\n", argv[0]);
return true;
}
Common::FSNode fs(argv[1]);
if (fs.exists() && !fs.isWritable()) {
debugPrintf("Warning: File %s is not writable\n", argv[1]);
return true;
}
Common::WriteStream *saveFile = fs.createWriteStream();
Graphics::Surface thumbnail = _vm->generateThumbnail();
_vm->saveGame(*saveFile, thumbnail);
saveFile->finalize();
thumbnail.free();
delete saveFile;
return true;
}
void Debugger::drawBBox(Vector3 start, Vector3 end, View *view, Graphics::Surface *surface, int color) {
Vector3 bfl = view->calculateScreenPosition(Vector3(start.x, start.y, start.z));
Vector3 bfr = view->calculateScreenPosition(Vector3(start.x, end.y, start.z));
Vector3 bbr = view->calculateScreenPosition(Vector3(end.x, end.y, start.z));
Vector3 bbl = view->calculateScreenPosition(Vector3(end.x, start.y, start.z));
Vector3 tfl = view->calculateScreenPosition(Vector3(start.x, start.y, end.z));
Vector3 tfr = view->calculateScreenPosition(Vector3(start.x, end.y, end.z));
Vector3 tbr = view->calculateScreenPosition(Vector3(end.x, end.y, end.z));
Vector3 tbl = view->calculateScreenPosition(Vector3(end.x, start.y, end.z));
surface->drawLine(bfl.x, bfl.y, bfr.x, bfr.y, color);
surface->drawLine(bfr.x, bfr.y, bbr.x, bbr.y, color);
surface->drawLine(bbr.x, bbr.y, bbl.x, bbl.y, color);
surface->drawLine(bbl.x, bbl.y, bfl.x, bfl.y, color);
surface->drawLine(tfl.x, tfl.y, tfr.x, tfr.y, color);
surface->drawLine(tfr.x, tfr.y, tbr.x, tbr.y, color);
surface->drawLine(tbr.x, tbr.y, tbl.x, tbl.y, color);
surface->drawLine(tbl.x, tbl.y, tfl.x, tfl.y, color);
surface->drawLine(bfl.x, bfl.y, tfl.x, tfl.y, color);
surface->drawLine(bfr.x, bfr.y, tfr.x, tfr.y, color);
surface->drawLine(bbr.x, bbr.y, tbr.x, tbr.y, color);
surface->drawLine(bbl.x, bbl.y, tbl.x, tbl.y, color);
}
void Debugger::drawSceneObjects() {
//draw scene objects
int count = _vm->_sceneObjects->_count;
if (count > 0) {
for (int i = 0; i < count; i++) {
SceneObjects::SceneObject *sceneObject = &_vm->_sceneObjects->_sceneObjects[_vm->_sceneObjects->_sceneObjectsSortedByDistance[i]];
const BoundingBox &bbox = sceneObject->boundingBox;
Vector3 a, b;
bbox.getXYZ(&a.x, &a.y, &a.z, &b.x, &b.y, &b.z);
Vector3 pos = _vm->_view->calculateScreenPosition(0.5 * (a + b));
int color;
if (_viewActorsOnly && sceneObject->type != kSceneObjectTypeActor)
continue;
switch (sceneObject->type) {
case kSceneObjectTypeUnknown:
break;
case kSceneObjectTypeActor:
color = 0x7C00; // 11111 00000 00000;
drawBBox(a, b, _vm->_view, &_vm->_surfaceFront, color);
_vm->_surfaceFront.frameRect(sceneObject->screenRectangle, color);
_vm->_mainFont->drawColor(_vm->_textActorNames->getText(sceneObject->id - kSceneObjectOffsetActors), _vm->_surfaceFront, pos.x, pos.y, color);
break;
case kSceneObjectTypeItem:
color = 0x03E0; // 00000 11111 00000
char itemText[40];
drawBBox(a, b, _vm->_view, &_vm->_surfaceFront, color);
sprintf(itemText, "item %i", sceneObject->id - kSceneObjectOffsetItems);
_vm->_surfaceFront.frameRect(sceneObject->screenRectangle, color);
_vm->_mainFont->drawColor(itemText, _vm->_surfaceFront, pos.x, pos.y, color);
break;
case kSceneObjectTypeObject:
color = 0x3DEF; //01111 01111 01111;
//if (sceneObject->_isObstacle)
// color += 0b100000000000000;
if (sceneObject->isClickable) {
color = 0x03E0; // 00000 11111 00000;
}
drawBBox(a, b, _vm->_view, &_vm->_surfaceFront, color);
_vm->_surfaceFront.frameRect(sceneObject->screenRectangle, color);
_vm->_mainFont->drawColor(_vm->_scene->objectGetName(sceneObject->id - kSceneObjectOffsetObjects), _vm->_surfaceFront, pos.x, pos.y, color);
break;
}
}
}
if (_viewActorsOnly)
return;
//draw regions
for (int i = 0; i < 10; i++) {
Regions::Region *region = &_vm->_scene->_regions->_regions[i];
if (!region->present) continue;
_vm->_surfaceFront.frameRect(region->rectangle, 0x001F); // 00000 00000 11111
}
for (int i = 0; i < 10; i++) {
Regions::Region *region = &_vm->_scene->_exits->_regions[i];
if (!region->present) continue;
_vm->_surfaceFront.frameRect(region->rectangle, 0x7FFF); // 11111 11111 11111
}
//draw walkboxes
for (int i = 0; i < _vm->_scene->_set->_walkboxCount; i++) {
Set::Walkbox *walkbox = &_vm->_scene->_set->_walkboxes[i];
for (int j = 0; j < walkbox->vertexCount; j++) {
Vector3 start = _vm->_view->calculateScreenPosition(walkbox->vertices[j]);
Vector3 end = _vm->_view->calculateScreenPosition(walkbox->vertices[(j + 1) % walkbox->vertexCount]);
_vm->_surfaceFront.drawLine(start.x, start.y, end.x, end.y, 0x7FE0); // 11111 11111 00000
Vector3 pos = _vm->_view->calculateScreenPosition(0.5 * (start + end));
_vm->_mainFont->drawColor(walkbox->name, _vm->_surfaceFront, pos.x, pos.y, 0x7FE0); // 11111 11111 00000
}
}
// draw lights
for (int i = 0; i < (int)_vm->_lights->_lights.size(); i++) {
Light *light = _vm->_lights->_lights[i];
Matrix4x3 m = light->_matrix;
m = invertMatrix(m);
//todo do this properly
Vector3 posOrigin = m * Vector3(0.0f, 0.0f, 0.0f);
float t = posOrigin.y;
posOrigin.y = posOrigin.z;
posOrigin.z = -t;
Vector3 posTarget = m * Vector3(0.0f, 0.0f, -100.0f);
t = posTarget.y;
posTarget.y = posTarget.z;
posTarget.z = -t;
Vector3 size = Vector3(5.0f, 5.0f, 5.0f);
int colorR = (light->_color.r * 31.0f);
int colorG = (light->_color.g * 31.0f);
int colorB = (light->_color.b * 31.0f);
int color = (colorR << 10) + (colorG << 5) + colorB;
drawBBox(posOrigin - size, posOrigin + size, _vm->_view, &_vm->_surfaceFront, color);
Vector3 posOriginT = _vm->_view->calculateScreenPosition(posOrigin);
Vector3 posTargetT = _vm->_view->calculateScreenPosition(posTarget);
_vm->_surfaceFront.drawLine(posOriginT.x, posOriginT.y, posTargetT.x, posTargetT.y, color);
_vm->_mainFont->drawColor(light->_name, _vm->_surfaceFront, posOriginT.x, posOriginT.y, color);
}
//draw waypoints
for (int i = 0; i < _vm->_waypoints->_count; i++) {
Waypoints::Waypoint *waypoint = &_vm->_waypoints->_waypoints[i];
if(waypoint->setId != _vm->_scene->getSetId()) {
continue;
}
Vector3 pos = waypoint->position;
Vector3 size = Vector3(3.0f, 3.0f, 3.0f);
int color = 0x7FFF; // 11111 11111 11111
drawBBox(pos - size, pos + size, _vm->_view, &_vm->_surfaceFront, color);
Vector3 spos = _vm->_view->calculateScreenPosition(pos);
char waypointText[40];
sprintf(waypointText, "waypoint %i", i);
_vm->_mainFont->drawColor(waypointText, _vm->_surfaceFront, spos.x, spos.y, color);
}
//draw combat cover waypoints
for (int i = 0; i < (int)_vm->_combat->_coverWaypoints.size(); i++) {
Combat::CoverWaypoint *cover = &_vm->_combat->_coverWaypoints[i];
if (cover->setId != _vm->_scene->getSetId()) {
continue;
}
Vector3 pos = cover->position;
Vector3 size = Vector3(3.0f, 3.0f, 3.0f);
int color = 0x7C1F; // 11111 00000 11111
drawBBox(pos - size, pos + size, _vm->_view, &_vm->_surfaceFront, color);
Vector3 spos = _vm->_view->calculateScreenPosition(pos);
char coverText[40];
sprintf(coverText, "cover %i", i);
_vm->_mainFont->drawColor(coverText, _vm->_surfaceFront, spos.x, spos.y, color);
}
//draw combat flee waypoints
for (int i = 0; i < (int)_vm->_combat->_fleeWaypoints.size(); i++) {
Combat::FleeWaypoint *flee = &_vm->_combat->_fleeWaypoints[i];
if (flee->setId != _vm->_scene->getSetId()) {
continue;
}
Vector3 pos = flee->position;
Vector3 size = Vector3(3.0f, 3.0f, 3.0f);
int color = 0x03FF; // 00000 11111 11111
drawBBox(pos - size, pos + size, _vm->_view, &_vm->_surfaceFront, color);
Vector3 spos = _vm->_view->calculateScreenPosition(pos);
char fleeText[40];
sprintf(fleeText, "flee %i", i);
_vm->_mainFont->drawColor(fleeText, _vm->_surfaceFront, spos.x, spos.y, color);
}
#if 0
//draw aesc
for (uint i = 0; i < _screenEffects->_entries.size(); i++) {
ScreenEffects::Entry &entry = _screenEffects->_entries[i];
int j = 0;
for (int y = 0; y < entry.height; y++) {
for (int x = 0; x < entry.width; x++) {
Common::Rect r((entry.x + x) * 2, (entry.y + y) * 2, (entry.x + x) * 2 + 2, (entry.y + y) * 2 + 2);
int ec = entry.data[j++];
Color256 color = entry.palette[ec];
int bladeToScummVmConstant = 256 / 16;
Graphics::PixelFormat _pixelFormat = createRGB555();
int color555 = _pixelFormat.RGBToColor(
CLIP(color.r * bladeToScummVmConstant, 0, 255),
CLIP(color.g * bladeToScummVmConstant, 0, 255),
CLIP(color.b * bladeToScummVmConstant, 0, 255));
_surfaceFront.fillRect(r, color555);
}
}
}
#endif
}
} // End of namespace BladeRunner
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