1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
|
/* 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 "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/defs.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
|