scummvm/engines/ags/engine/ac/global_debug.cpp
2021-02-28 13:27:21 -08:00

190 lines
7.8 KiB
C++

/* 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 "ags/engine/ac/global_debug.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/characterinfo.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/game.h"
#include "ags/engine/ac/gamesetup.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/engine/ac/gamestate.h"
#include "ags/engine/ac/global_character.h"
#include "ags/engine/ac/global_display.h"
#include "ags/engine/ac/global_room.h"
#include "ags/engine/ac/movelist.h"
#include "ags/engine/ac/properties.h"
#include "ags/engine/ac/sys_events.h"
#include "ags/engine/ac/tree_map.h"
#include "ags/engine/ac/walkablearea.h"
#include "ags/engine/gfx/gfxfilter.h"
#include "ags/engine/gui/guidialog.h"
#include "ags/shared/script/cc_options.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/engine/main/main.h"
#include "ags/shared/ac/spritecache.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/engine/gfx/graphicsdriver.h"
#include "ags/engine/main/graphics_mode.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
extern GameSetup usetup;
extern CharacterInfo *playerchar;
extern int convert_16bit_bgr;
extern IGraphicsDriver *gfxDriver;
extern TreeMap *transtree;
extern int displayed_room, starting_room;
extern MoveList *mls;
extern char transFileName[MAX_PATH];
String GetRuntimeInfo() {
DisplayMode mode = gfxDriver->GetDisplayMode();
Rect render_frame = gfxDriver->GetRenderDestination();
PGfxFilter filter = gfxDriver->GetGraphicsFilter();
String runtimeInfo = String::FromFormat(
"Adventure Game Studio run-time engine[ACI version %s"
"[Game resolution %d x %d (%d-bit)"
"[Running %d x %d at %d-bit%s%s[GFX: %s; %s[Draw frame %d x %d["
"Sprite cache size: %d KB (limit %d KB; %d locked)",
_G(EngineVersion).LongString.GetCStr(), _GP(game).GetGameRes().Width, _GP(game).GetGameRes().Height, _GP(game).GetColorDepth(),
mode.Width, mode.Height, mode.ColorDepth, (convert_16bit_bgr) ? " BGR" : "",
mode.Windowed ? " W" : "",
gfxDriver->GetDriverName(), filter->GetInfo().Name.GetCStr(),
render_frame.GetWidth(), render_frame.GetHeight(),
_GP(spriteset).GetCacheSize() / 1024, _GP(spriteset).GetMaxCacheSize() / 1024, _GP(spriteset).GetLockedSize() / 1024);
if (_GP(play).separate_music_lib)
runtimeInfo.Append("[AUDIO.VOX enabled");
if (_GP(play).want_speech >= 1)
runtimeInfo.Append("[SPEECH.VOX enabled");
if (transtree != nullptr) {
runtimeInfo.Append("[Using translation ");
runtimeInfo.Append(transFileName);
}
return runtimeInfo;
}
void script_debug(int cmdd, int dataa) {
if (_GP(play).debug_mode == 0) return;
int rr;
if (cmdd == 0) {
for (rr = 1; rr < _GP(game).numinvitems; rr++)
playerchar->inv[rr] = 1;
update_invorder();
// Display("invorder decided there are %d items[display %d",_GP(play).inv_numorder,_GP(play).inv_numdisp);
} else if (cmdd == 1) {
String toDisplay = GetRuntimeInfo();
Display(toDisplay.GetCStr());
// Display("shftR: %d shftG: %d shftB: %d", _rgb_r_shift_16, _rgb_g_shift_16, _rgb_b_shift_16);
// Display("Remaining memory: %d kb",_go32_dpmi_remaining_virtual_memory()/1024);
//Display("Play char bcd: %d",->GetColorDepth(_GP(spriteset)[views[playerchar->view].frames[playerchar->loop][playerchar->frame].pic]));
} else if (cmdd == 2) {
// show walkable areas from here
// TODO: support multiple viewports?!
const int viewport_index = 0;
const int camera_index = 0;
Bitmap *tempw = BitmapHelper::CreateBitmap(_GP(thisroom).WalkAreaMask->GetWidth(), _GP(thisroom).WalkAreaMask->GetHeight());
tempw->Blit(prepare_walkable_areas(-1), 0, 0, 0, 0, tempw->GetWidth(), tempw->GetHeight());
const Rect &viewport = _GP(play).GetRoomViewport(viewport_index)->GetRect();
const Rect &camera = _GP(play).GetRoomCamera(camera_index)->GetRect();
Bitmap *view_bmp = BitmapHelper::CreateBitmap(viewport.GetWidth(), viewport.GetHeight());
Rect mask_src = Rect(camera.Left / _GP(thisroom).MaskResolution, camera.Top / _GP(thisroom).MaskResolution, camera.Right / _GP(thisroom).MaskResolution, camera.Bottom / _GP(thisroom).MaskResolution);
view_bmp->StretchBlt(tempw, mask_src, RectWH(0, 0, viewport.GetWidth(), viewport.GetHeight()), Shared::kBitmap_Transparency);
IDriverDependantBitmap *ddb = gfxDriver->CreateDDBFromBitmap(view_bmp, false, true);
render_graphics(ddb, viewport.Left, viewport.Top);
delete tempw;
delete view_bmp;
gfxDriver->DestroyDDB(ddb);
ags_wait_until_keypress();
invalidate_screen();
} else if (cmdd == 3) {
int goToRoom = -1;
if (_GP(game).roomCount == 0) {
char inroomtex[80];
sprintf(inroomtex, "!Enter new room: (in room %d)", displayed_room);
setup_for_dialog();
goToRoom = enternumberwindow(inroomtex);
restore_after_dialog();
} else {
setup_for_dialog();
goToRoom = roomSelectorWindow(displayed_room, _GP(game).roomCount, _GP(game).roomNumbers, _GP(game).roomNames);
restore_after_dialog();
}
if (goToRoom >= 0)
NewRoom(goToRoom);
} else if (cmdd == 4) {
if (display_fps != kFPS_Forced)
display_fps = (FPSDisplayMode)dataa;
} else if (cmdd == 5) {
if (dataa == 0) dataa = _GP(game).playercharacter;
if (_GP(game).chars[dataa].walking < 1) {
Display("Not currently moving.");
return;
}
Bitmap *tempw = BitmapHelper::CreateTransparentBitmap(_GP(thisroom).WalkAreaMask->GetWidth(), _GP(thisroom).WalkAreaMask->GetHeight());
int mlsnum = _GP(game).chars[dataa].walking;
if (_GP(game).chars[dataa].walking >= TURNING_AROUND)
mlsnum %= TURNING_AROUND;
MoveList *cmls = &mls[mlsnum];
for (int i = 0; i < cmls->numstage - 1; i++) {
short srcx = short((cmls->pos[i] >> 16) & 0x00ffff);
short srcy = short(cmls->pos[i] & 0x00ffff);
short targetx = short((cmls->pos[i + 1] >> 16) & 0x00ffff);
short targety = short(cmls->pos[i + 1] & 0x00ffff);
tempw->DrawLine(Line(srcx, srcy, targetx, targety), MakeColor(i + 1));
}
// TODO: support multiple viewports?!
const int viewport_index = 0;
const int camera_index = 0;
const Rect &viewport = _GP(play).GetRoomViewport(viewport_index)->GetRect();
const Rect &camera = _GP(play).GetRoomCamera(camera_index)->GetRect();
Bitmap *view_bmp = BitmapHelper::CreateBitmap(viewport.GetWidth(), viewport.GetHeight());
Rect mask_src = Rect(camera.Left / _GP(thisroom).MaskResolution, camera.Top / _GP(thisroom).MaskResolution, camera.Right / _GP(thisroom).MaskResolution, camera.Bottom / _GP(thisroom).MaskResolution);
view_bmp->StretchBlt(tempw, mask_src, RectWH(0, 0, viewport.GetWidth(), viewport.GetHeight()), Shared::kBitmap_Transparency);
IDriverDependantBitmap *ddb = gfxDriver->CreateDDBFromBitmap(view_bmp, false, true);
render_graphics(ddb, viewport.Left, viewport.Top);
delete tempw;
delete view_bmp;
gfxDriver->DestroyDDB(ddb);
ags_wait_until_keypress();
} else if (cmdd == 99)
ccSetOption(SCOPT_DEBUGRUN, dataa);
else quit("!Debug: unknown command code");
}
} // namespace AGS3