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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.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "common/stdafx.h"
#include "common/rect.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/console.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/screen.h"
namespace Sword2 {
void Debugger::clearDebugTextBlocks() {
uint8 blockNo = 0;
while (blockNo < MAX_DEBUG_TEXTS && _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_TEXTS && _debugTextBlocks[blockNo] > 0)
blockNo++;
assert(blockNo < MAX_DEBUG_TEXTS);
_debugTextBlocks[blockNo] = _vm->_fontRenderer->buildNewBloc((byte *)text, x, y, 640 - x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION);
}
void Debugger::buildDebugText() {
char buf[128];
int32 showVarNo; // for variable watching
int32 showVarPos;
int32 varNo;
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
// 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) {
int mouseX, mouseY;
_vm->_mouse->getPos(mouseX, mouseY);
sprintf(buf, "%d,%d", mouseX + screenInfo->scroll_offset_x, mouseY + screenInfo->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 || _vm->_logic->readVar(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);
}
#ifdef SWORD2_DEBUG
// speed-up indicator
if (_vm->_renderSkip) { // see sword2.cpp
sprintf(buf, "SKIPPING FRAMES FOR SPEED-UP!");
makeDebugTextBlock(buf, 0, 120);
}
#endif
// debug info at top of screen - enabled/disabled as one complete unit
if (_displayTime) {
int32 time = _vm->getMillis();
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 (_vm->_logic->readVar(SYSTEM_TESTING_TEXT)) {
if (_vm->_logic->readVar(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 (_vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) {
sprintf(buf, "trying resource %d", _vm->_logic->readVar(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 (_vm->_logic->readVar(CLICKED_ID))
sprintf(buf, "last click at %d,%d (id %d: %s)",
_vm->_logic->readVar(MOUSE_X),
_vm->_logic->readVar(MOUSE_Y),
_vm->_logic->readVar(CLICKED_ID),
_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID)));
else
sprintf(buf, "last click at %d,%d (---)",
_vm->_logic->readVar(MOUSE_X),
_vm->_logic->readVar(MOUSE_Y));
makeDebugTextBlock(buf, 0, 15);
uint32 mouseTouching = _vm->_mouse->getMouseTouching();
int mouseX, mouseY;
_vm->_mouse->getPos(mouseX, mouseY);
if (mouseTouching)
sprintf(buf, "mouse %d,%d (id %d: %s)",
mouseX + screenInfo->scroll_offset_x,
mouseY + screenInfo->scroll_offset_y,
mouseTouching,
_vm->_resman->fetchName(mouseTouching));
else
sprintf(buf, "mouse %d,%d (not touching)",
mouseX + screenInfo->scroll_offset_x,
mouseY + screenInfo->scroll_offset_y);
makeDebugTextBlock(buf, 0, 30);
// player coords & graphic info
// if player objct has a graphic
if (_graphAnimRes)
sprintf(buf, "player %d,%d %s (%d) #%d/%d",
screenInfo->player_feet_x,
screenInfo->player_feet_y,
_vm->_resman->fetchName(_graphAnimRes),
_graphAnimRes,
_graphAnimPc,
_graphNoFrames);
else
sprintf(buf, "player %d,%d --- %d",
screenInfo->player_feet_x,
screenInfo->player_feet_y,
_graphAnimPc);
makeDebugTextBlock(buf, 0, 45);
// frames-per-second counter
sprintf(buf, "fps %d", _vm->_screen->getFps());
makeDebugTextBlock(buf, 440, 0);
// location number
sprintf(buf, "location=%d", _vm->_logic->readVar(LOCATION));
makeDebugTextBlock(buf, 440, 15);
// "result" variable
sprintf(buf, "result=%d", _vm->_logic->readVar(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->_screen->getCurBgp0(), MAX_bgp0_sprites);
makeDebugTextBlock(buf, 560, 0);
sprintf(buf, "bgp1: %d/%d", _vm->_screen->getCurBgp1(), MAX_bgp1_sprites);
makeDebugTextBlock(buf, 560, 15);
sprintf(buf, "back: %d/%d", _vm->_screen->getCurBack(), MAX_back_sprites);
makeDebugTextBlock(buf, 560, 30);
sprintf(buf, "sort: %d/%d", _vm->_screen->getCurSort(), MAX_sort_sprites);
makeDebugTextBlock(buf, 560, 45);
sprintf(buf, "fore: %d/%d", _vm->_screen->getCurFore(), MAX_fore_sprites);
makeDebugTextBlock(buf, 560, 60);
sprintf(buf, "fgp0: %d/%d", _vm->_screen->getCurFgp0(), MAX_fgp0_sprites);
makeDebugTextBlock(buf, 560, 75);
sprintf(buf, "fgp1: %d/%d", _vm->_screen->getCurFgp1(), MAX_fgp1_sprites);
makeDebugTextBlock(buf, 560, 90);
// largest layer & sprite
// NB. Strings already constructed in Build_display.cpp
makeDebugTextBlock(_vm->_screen->getLargestLayerInfo(), 0, 60);
makeDebugTextBlock(_vm->_screen->getLargestSpriteInfo(), 0, 75);
// "waiting for person" indicator - set form fnTheyDo and
// fnTheyDoWeWait
if (_speechScriptWaiting) {
sprintf(buf, "script waiting for %s (%d)",
_vm->_resman->fetchName(_speechScriptWaiting),
_speechScriptWaiting);
makeDebugTextBlock(buf, 0, 90);
}
// variable watch display
showVarPos = 115; // y-coord for first showVar
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, _vm->_logic->readVar(varNo));
makeDebugTextBlock(buf, 530, showVarPos);
showVarPos += 15; // next line down
}
}
// memory indicator - this should come last, to show all the
// sprite blocks above!
uint32 totAlloc = _vm->_memory->getTotAlloc();
int16 numBlocks = _vm->_memory->getNumBlocks();
if (totAlloc < 1024)
sprintf(buf, "%u bytes in %d memory blocks", totAlloc, numBlocks);
else if (totAlloc < 1024 * 1024)
sprintf(buf, "%uK in %d memory blocks", totAlloc / 1024, numBlocks);
else
sprintf(buf, "%.02fM in %d memory blocks", totAlloc / 1048576., numBlocks);
makeDebugTextBlock(buf, 0, 0);
}
}
void Debugger::drawDebugGraphics() {
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
// walk-grid
if (_displayWalkGrid)
_vm->_logic->_router->plotWalkGrid();
// player feet coord marker
if (_displayPlayerMarker)
plotCrossHair(screenInfo->player_feet_x, screenInfo->player_feet_y, 215);
// mouse marker & coords
if (_displayMouseMarker) {
int mouseX, mouseY;
_vm->_mouse->getPos(mouseX, mouseY);
plotCrossHair(mouseX + screenInfo->scroll_offset_x, mouseY + screenInfo->scroll_offset_y, 215);
}
// mouse area rectangle / sprite box rectangle when testing anims
if (_vm->_logic->readVar(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->_screen->plotPoint(x, y, pen);
_vm->_screen->drawLine(x - 2, y, x - 5, y, pen);
_vm->_screen->drawLine(x + 2, y, x + 5, y, pen);
_vm->_screen->drawLine(x, y - 2, x, y - 5, pen);
_vm->_screen->drawLine(x, y + 2, x, y + 5, pen);
}
void Debugger::drawRect(int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen) {
_vm->_screen->drawLine(x1, y1, x2, y1, pen); // top edge
_vm->_screen->drawLine(x1, y2, x2, y2, pen); // bottom edge
_vm->_screen->drawLine(x1, y1, x1, y2, pen); // left edge
_vm->_screen->drawLine(x2, y1, x2, y2, pen); // right edge
}
} // End of namespace Sword2
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