/* 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/ambient_sounds.h" #include "bladerunner/bladerunner.h" #include "bladerunner/boundingbox.h" #include "bladerunner/combat.h" #include "bladerunner/font.h" #include "bladerunner/fog.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/music.h" #include "bladerunner/regions.h" #include "bladerunner/savefile.h" #include "bladerunner/scene.h" #include "bladerunner/scene_objects.h" #include "bladerunner/items.h" #include "bladerunner/item_pickup.h" #include "bladerunner/screen_effects.h" #include "bladerunner/settings.h" #include "bladerunner/set.h" #include "bladerunner/set_effects.h" #include "bladerunner/text_resource.h" #include "bladerunner/time.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 "bladerunner/chapters.h" #include "bladerunner/ui/kia.h" #include "bladerunner/ui/esper.h" #include "bladerunner/ui/spinner.h" #include "bladerunner/ui/elevator.h" #include "bladerunner/ui/vk.h" #include "bladerunner/ui/scores.h" #include "bladerunner/script/vk_script.h" #include "bladerunner/overlays.h" #include "bladerunner/subtitles.h" #include "common/debug.h" #include "common/str.h" #include "graphics/surface.h" namespace BladeRunner { Debugger::Debugger(BladeRunnerEngine *vm) : GUI::Debugger() { _vm = vm; _isDebuggerOverlay = false; _viewActorsToggle = false; _view3dObjectsToggle = false; _viewItemsToggle = false; _viewLights = false; _viewFogs = false; _viewScreenEffects = false; _viewObstacles = false; _viewRegionsNormalToggle = false; _viewRegionsExitsToggle = false; _viewUI = false; _viewWaypointsNormalToggle = false; _viewWaypointsFleeToggle = false; _viewWaypointsCoverToggle = false; _viewWalkboxes = false; _viewZBuffer = false; _specificActorsDrawn = false; _specific3dObjectsDrawn = false; _specificItemsDrawn = false; _specificEffectsDrawn = false; _specificLightsDrawn = false; _specificFogsDrawn = false; _specificRegionNormalDrawn = false; _specificRegionExitsDrawn = false; _specificWaypointNormalDrawn = false; _specificWaypointFleeDrawn = false; _specificWaypointCoverDrawn = false; _specificWalkboxesDrawn = false; _playFullVk = false; _showStatsVk = false; _showMazeScore = false; _showMouseClickInfo = false; registerCmd("anim", WRAP_METHOD(Debugger, cmdAnimation)); registerCmd("health", WRAP_METHOD(Debugger, cmdHealth)); registerCmd("draw", WRAP_METHOD(Debugger, cmdDraw)); registerCmd("list", WRAP_METHOD(Debugger, cmdList)); 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("music", WRAP_METHOD(Debugger, cmdMusic)); 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("timer", WRAP_METHOD(Debugger, cmdTimer)); registerCmd("friend", WRAP_METHOD(Debugger, cmdFriend)); registerCmd("load", WRAP_METHOD(Debugger, cmdLoad)); registerCmd("save", WRAP_METHOD(Debugger, cmdSave)); registerCmd("overlay", WRAP_METHOD(Debugger, cmdOverlay)); registerCmd("subtitle", WRAP_METHOD(Debugger, cmdSubtitle)); registerCmd("vk", WRAP_METHOD(Debugger, cmdVk)); registerCmd("mazescore", WRAP_METHOD(Debugger, cmdMazeScore)); registerCmd("object", WRAP_METHOD(Debugger, cmdObject)); registerCmd("item", WRAP_METHOD(Debugger, cmdItem)); registerCmd("region", WRAP_METHOD(Debugger, cmdRegion)); registerCmd("click", WRAP_METHOD(Debugger, cmdClick)); registerCmd("difficulty", WRAP_METHOD(Debugger, cmdDifficulty)); #if BLADERUNNER_ORIGINAL_BUGS #else registerCmd("effect", WRAP_METHOD(Debugger, cmdEffect)); #endif // BLADERUNNER_ORIGINAL_BUGS } Debugger::~Debugger() { if (!_specificDrawnObjectsList.empty()) { _specificDrawnObjectsList.clear(); } } bool Debugger::cmdAnimation(int argc, const char **argv) { if (argc != 2 && argc != 4) { debugPrintf("Get or set animation mode of the actor.\n"); debugPrintf("Usage: %s [ ]\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 == 4) { int animationMode = atoi(argv[2]); int showDmgWhenMoving = atoi(argv[3]); actor->setFlagDamageAnimIfMoving(showDmgWhenMoving!=0); actor->changeAnimationMode(animationMode, true); debugPrintf("actorAnimationMode(%i) = %i, showDamageWhenMoving = %i\n", actorId, animationMode, actor->getFlagDamageAnimIfMoving()); return false; } debugPrintf("actorAnimationMode(%i) = %i, showDamageWhenMoving = %i, inCombat = %i\n", actorId, actor->getAnimationMode(), actor->getFlagDamageAnimIfMoving(), actor->inCombat()); return true; } bool Debugger::cmdHealth(int argc, const char **argv) { if (argc != 2 && argc != 4) { debugPrintf("Get or set health for the actor.\n"); debugPrintf("Usage: %s [ ]\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 == 4) { int currHealth = atoi(argv[2]); int maxHealth = atoi(argv[3]); currHealth = CLIP(currHealth, 0, 100); maxHealth = CLIP(maxHealth, 0, 100); if (currHealth > maxHealth) { debugPrintf("Actor's current health cannot be greater than their max health\n"); return true; } actor->setHealth(currHealth, maxHealth); } debugPrintf("actor health(%i) = %i, max: %i\n", actorId, actor->getCurrentHP(), actor->getMaxHP()); return true; } bool Debugger::cmdDraw(int argc, const char **argv) { bool invalidSyntax = false; if (argc != 2 && argc != 3) { invalidSyntax = true; } else { Common::String arg = argv[1]; DebuggerDrawnObject dbgDrawnObj; dbgDrawnObj.type = debuggerObjTypeUndefined; if (argc == 3) { int specificObjectId = atoi(argv[2]); dbgDrawnObj.objId = specificObjectId; dbgDrawnObj.sceneId = _vm->_scene->getSceneId(); dbgDrawnObj.setId = _vm->_scene->getSetId(); } if (arg == "allobj") { if (_viewActorsToggle && _view3dObjectsToggle && _viewItemsToggle) { _viewActorsToggle = false; _view3dObjectsToggle = false; _viewItemsToggle = false; } else { _viewActorsToggle = true; _view3dObjectsToggle = true; _viewItemsToggle = true; } debugPrintf("Drawing all scene objects (actors, 3d objects, items) = %i\n", _viewActorsToggle && _view3dObjectsToggle && _viewItemsToggle); } else if (arg == "act") { if (argc == 2) { _viewActorsToggle = !_viewActorsToggle; debugPrintf("Drawing all actors in scene = %s\n", _viewActorsToggle? "true" : "false"); } else { _viewActorsToggle = false; dbgDrawnObj.setId = -1; dbgDrawnObj.sceneId = -1; dbgDrawnObj.type = debuggerObjTypeActor; } } else if (arg == "obj") { if (argc == 2) { _view3dObjectsToggle = !_view3dObjectsToggle; debugPrintf("Drawing all 3d objects in scene = %s\n", _view3dObjectsToggle? "true" : "false"); } else { _view3dObjectsToggle = false; dbgDrawnObj.type = debuggerObjType3dObject; } } else if (arg == "item") { if (argc == 2) { _viewItemsToggle = !_viewItemsToggle; debugPrintf("Drawing all items in scene = %s\n", _viewItemsToggle? "true" : "false"); } else { _viewItemsToggle = false; dbgDrawnObj.setId = -1; dbgDrawnObj.sceneId = -1; dbgDrawnObj.type = debuggerObjTypeItem; } } else if (arg == "eff") { if (argc == 2) { _viewScreenEffects = !_viewScreenEffects; debugPrintf("Drawing all screen effects = %s\n", _viewScreenEffects? "true" : "false"); } else { _viewScreenEffects = false; dbgDrawnObj.type = debuggerObjTypeEffect; } } else if (arg == "fog") { if (argc == 2) { _viewFogs = !_viewFogs; debugPrintf("Drawing all fogs = %s\n", _viewFogs? "true" : "false"); } else { _viewFogs = false; dbgDrawnObj.type = debuggerObjTypeFog; } } else if (arg == "lit") { if (argc == 2) { _viewLights = !_viewLights; debugPrintf("Drawing all lights = %s\n", _viewLights? "true" : "false"); } else { _viewLights = false; dbgDrawnObj.type = debuggerObjTypeLight; } } else if (arg == "allreg") { if (_viewRegionsNormalToggle && _viewRegionsExitsToggle) { _viewRegionsNormalToggle = false; _viewRegionsExitsToggle = false; } else { _viewRegionsNormalToggle = true; _viewRegionsExitsToggle = true; } debugPrintf("Drawing all scene regions (regular, exits) = %s\n", (_viewRegionsNormalToggle && _viewRegionsExitsToggle)? "true" : "false"); } else if (arg == "regnorm") { if (argc == 2) { _viewRegionsNormalToggle = !_viewRegionsNormalToggle; debugPrintf("Drawing all normal regions = %s\n", _viewRegionsNormalToggle? "true" : "false"); } else { _viewRegionsNormalToggle = false; dbgDrawnObj.type = debuggerObjTypeRegionNormal; } } else if (arg == "regexit") { if (argc == 2) { _viewRegionsExitsToggle = !_viewRegionsExitsToggle; debugPrintf("Drawing all exit regions = %s\n", _viewRegionsExitsToggle? "true" : "false"); } else { _viewRegionsExitsToggle = false; dbgDrawnObj.type = debuggerObjTypeRegionExit; } } else if (arg == "obstacles") { _viewObstacles = !_viewObstacles; debugPrintf("Drawing obstacles = %s\n", _viewObstacles? "true" : "false"); } else if (arg == "ui") { _viewUI = !_viewUI; debugPrintf("Drawing all UI elements = %s\n", _viewUI? "true" : "false"); } else if (arg == "allway") { if (_viewWaypointsNormalToggle && _viewWaypointsFleeToggle && _viewWaypointsCoverToggle) { _viewWaypointsNormalToggle = false; _viewWaypointsFleeToggle = false; _viewWaypointsCoverToggle = false; } else { _viewWaypointsNormalToggle = true; _viewWaypointsFleeToggle = true; _viewWaypointsCoverToggle = true; } debugPrintf("Drawing all waypoints (regular, cover, flee) = %s\n", (_viewWaypointsNormalToggle && _viewWaypointsFleeToggle && _viewWaypointsCoverToggle)? "true" : "false"); } else if (arg == "waynorm") { if (argc == 2) { _viewWaypointsNormalToggle = !_viewWaypointsNormalToggle; debugPrintf("Drawing all normal waypoints = %s\n", _viewWaypointsNormalToggle? "true" : "false"); } else { _viewWaypointsNormalToggle = false; dbgDrawnObj.setId = -1; dbgDrawnObj.sceneId = -1; dbgDrawnObj.type = debuggerObjTypeWaypointNorm; } } else if (arg == "wayflee") { if (argc == 2) { _viewWaypointsFleeToggle = !_viewWaypointsFleeToggle; debugPrintf("Drawing all flee waypoints = %s\n", _viewWaypointsFleeToggle? "true" : "false"); } else { _viewWaypointsFleeToggle = false; dbgDrawnObj.setId = -1; dbgDrawnObj.sceneId = -1; dbgDrawnObj.type = debuggerObjTypeWaypoingFlee; } } else if (arg == "waycov") { if (argc == 2) { _viewWaypointsCoverToggle = !_viewWaypointsCoverToggle; debugPrintf("Drawing all cover waypoints = %s\n", _viewWaypointsCoverToggle? "true" : "false"); } else { _viewWaypointsCoverToggle = false; dbgDrawnObj.setId = -1; dbgDrawnObj.sceneId = -1; dbgDrawnObj.type = debuggerObjTypeWaypointCover; } } else if (arg == "walk") { if (argc == 2) { _viewWalkboxes = !_viewWalkboxes; debugPrintf("Drawing all walk boxes = %s\n", _viewWalkboxes? "true" : "false"); } else { _viewWalkboxes = false; dbgDrawnObj.type = debuggerObjTypeWalkbox; } } else if (arg == "zbuf") { _viewZBuffer = !_viewZBuffer; debugPrintf("Drawing Z buffer = %s\n", _viewZBuffer? "true" : "false"); } else if (arg == "reset") { if (!_specificDrawnObjectsList.empty()) { _specificDrawnObjectsList.clear(); } _viewActorsToggle = false; _view3dObjectsToggle = false; _viewItemsToggle = false; _viewObstacles = false; _viewRegionsNormalToggle = false; _viewRegionsExitsToggle = false; _viewScreenEffects = false; _viewFogs = false; _viewLights = false; _viewUI = false; _viewWaypointsNormalToggle = false; _viewWaypointsFleeToggle = false; _viewWaypointsCoverToggle = false; _viewWalkboxes = false; _viewZBuffer = false; debugPrintf("Drawing all scene objects (actors, 3d objects, items) = %s\n", (_viewActorsToggle && _view3dObjectsToggle && _viewItemsToggle)? "true" : "false"); debugPrintf("Drawing scene actors = %s\n", _viewActorsToggle? "true" : "false"); debugPrintf("Drawing scene 3d objects = %s\n", _view3dObjectsToggle? "true" : "false"); debugPrintf("Drawing scene items = %s\n", _viewItemsToggle? "true" : "false"); debugPrintf("Drawing obstacles = %s\n", _viewObstacles? "true" : "false"); debugPrintf("Drawing all regions (regular, exits) = %s\n", (_viewRegionsNormalToggle && _viewRegionsExitsToggle)? "true" : "false"); debugPrintf("Drawing regular regions = %s\n", _viewRegionsNormalToggle? "true" : "false"); debugPrintf("Drawing exit regions = %s\n", _viewRegionsExitsToggle? "true" : "false"); debugPrintf("Drawing screen effects = %s\n", _viewScreenEffects? "true" : "false"); debugPrintf("Drawing fogs = %s\n", _viewFogs? "true" : "false"); debugPrintf("Drawing lights = %s\n", _viewLights? "true" : "false"); debugPrintf("Drawing UI elements = %s\n", _viewUI? "true" : "false"); debugPrintf("Drawing all waypoints (regular, cover, flee) = %s\n", (_viewWaypointsNormalToggle && _viewWaypointsFleeToggle && _viewWaypointsCoverToggle)? "true" : "false"); debugPrintf("Drawing regular waypoints = %s\n", _viewWaypointsNormalToggle? "true" : "false"); debugPrintf("Drawing flee waypoints = %s\n", _viewWaypointsFleeToggle? "true" : "false"); debugPrintf("Drawing cover waypoints = %s\n", _viewWaypointsCoverToggle? "true" : "false"); debugPrintf("Drawing walkboxes = %s\n", _viewWalkboxes? "true" : "false"); debugPrintf("Drawing Z buffer = %s\n", _viewZBuffer? "true" : "false"); } else { invalidSyntax = true; } if (!invalidSyntax) { if (dbgDrawnObj.type != debuggerObjTypeUndefined) { toggleObjectInDbgDrawList(dbgDrawnObj); } updateTogglesForDbgDrawListInCurrentSetAndScene(); } } if (invalidSyntax) { debugPrintf("Enables debug rendering of actors, screen effect, fogs, lights, scene objects\nobstacles, regions, ui elements, walk boxes, waypoints, zbuffer or disables debug rendering.\n"); debugPrintf("Usage 1: %s (allobj | obstacles | allreg | ui | allway | zbuf | reset)\n", argv[0]); debugPrintf("Usage 2a: %s (act | obj | item | regnorm | regexit | waynorm | wayflee | waycov) []\n", argv[0]); debugPrintf("Usage 2b: %s (eff | fog | lit | walk) []\n", argv[0]); } 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 []\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 []\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 []\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 [( ) | ]\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; } /** * @brief Auxiliary function to determine if a String is comprised exclusively of "0" * * This is basically a very simplified (and smaller scope) version of * checking the String with isdigit() (which is banned). * * @param valStr The String to examine * @return true if String is all zeroes, false otherwise */ bool isAllZeroes(Common::String valStr) { for (uint i = 0; i < valStr.size(); ++i) { if (valStr.c_str()[i] != '0') { return false; } } return true; } // Tracks marked as (G) are only available in-game ie. not in the official OST by Frank Klepacki on his site. // // Note, that there are a few tracks that are not proper music tracks but rather SFX tracks. // For example, the re-used track "Iron Fist" from Command & Conquer - The Covert Operations (OST), // which is played at the NightClub Row (NR01), is "kSfxMUSBLEED" (looping). // TODO maybe support those too? const char* kMusicTracksArr[] = {"Animoid Row (G)", // kMusicArabLoop "Battle Theme", // kMusicBatl226M "Blade Runner Blues", // kMusicBRBlues "Etsuko Theme", // kMusicKyoto "One More Time, Love (G)", // kMusicOneTime "Gothic Club 2", // kMusicGothic3 "Arcane Dragon Fly (G)", // kMusicArkdFly1 "Arcane Dance (G)", // kMusicArkDnce1 "Taffy's Club 2", // kMusicTaffy2 "Enigma Drift", // kMusicTaffy3 "Late Call", // kMusicTaffy4 "Nexus (aka Beating 1)", // kMusicBeating1 "Awakenings (aka Crystal Dies 1)", // kMusicCrysDie1 "Gothic Club", // kMusicGothic1 "Transition", // kMusicGothic2 "The Eyes Follow", // kMusicStrip1 "Dektora's Dance (G)", // kMusicDkoDnce1 "End Credits", // kMusicCredits "Ending (aka Moraji)", // kMusicMoraji "Remorse (aka Clovis Dies 1)", // kMusicClovDie1 "Solitude (aka Clovis Dies)", // kMusicClovDies "Love Theme"}; // kMusicLoveSong bool Debugger::cmdMusic(int argc, const char** argv) { if (argc != 2) { debugPrintf("Play the specified music track, list the available tracks\nor stop the current playing track.\n"); debugPrintf("Usage: %s (list|stop|)\n", argv[0]); debugPrintf("musicId can be in [0, %d]\n", (int)_vm->_gameInfo->getMusicTrackCount() - 1); return true; } Common::String trackArgStr = argv[1]; if (trackArgStr == "list") { for (int i = 0; i < (int)_vm->_gameInfo->getMusicTrackCount(); ++i) { debugPrintf("%2d %s\n", i, kMusicTracksArr[i]); } return true; } else if (trackArgStr == "stop") { _vm->_music->stop(0u); //_vm->_ambientSounds->removeLoopingSound(kSfxMUSBLEED, 0); } else { int musicId = atoi(argv[1]); if ((musicId == 0 && !isAllZeroes(trackArgStr)) || musicId < 0 || musicId >= (int)_vm->_gameInfo->getMusicTrackCount()) { debugPrintf("Invalid music track id specified.\nPlease choose an integer between 0 and %d.\n", (int)_vm->_gameInfo->getMusicTrackCount() - 1); return true; } else { _vm->_music->stop(0u); _vm->_music->play(_vm->_gameInfo->getMusicTrack(musicId), 100, 0, 0, -1, kMusicLoopPlayOnce, 0); //debugPrintf("Now playing track %2d - \"%s\" (%s)\n", musicId, kMusicTracksArr[musicId], _vm->_gameInfo->getMusicTrack(musicId).c_str()); debugPrintf("Now playing track %2d - \"%s\"\n", musicId, kMusicTracksArr[musicId]); } //_vm->_ambientSounds->removeLoopingSound(kSfxMUSBLEED, 0); //_vm->_ambientSounds->addLoopingSound(kSfxMUSBLEED, 100, 0, 0); } return false; } bool Debugger::cmdSay(int argc, const char **argv) { if (argc != 3) { debugPrintf("Actor will say specified line.\n"); debugPrintf("Usage: %s \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, 69 }, { 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, "BB09", 24, 10 }, { 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, 69 }, { 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 } }; // Auxialliary method to validate chapter, set and scene combination // and if the triad is valid, then load that scene bool Debugger::dbgAttemptToLoadChapterSetScene(int chapterId, int setId, int sceneId) { if (chapterId < 1 || chapterId > 5) { debugPrintf("chapterID must be between 1 and 5\n"); return false; } 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 false; } if (chapterId != _vm->_settings->getChapter()) { _vm->_settings->setChapter(chapterId); } _vm->_settings->setNewSetAndScene(setId, sceneId); return true; } bool Debugger::cmdScene(int argc, const char **argv) { if (argc != 0 && argc > 4) { debugPrintf("Changes set and scene.\n"); debugPrintf("Usage: %s [( ) | ( ) | ]\n", argv[0]); return true; } // scene 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]); return !dbgAttemptToLoadChapterSetScene(chapterId, setId, sceneId); } else if (argc > 1) { int chapterId = 0; Common::String 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) { // 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; } int chapterId = _vm->_settings->getChapter(); 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 && 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 []\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("Gets or changes clue for an actor.\n"); debugPrintf("Usage: %s []\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::cmdTimer(int argc, const char **argv) { if (argc != 2 && argc != 4) { debugPrintf("Gets or changes timers for an actor.\n"); debugPrintf("Usage: %s [ ]\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; } if (argc == 4) { int timer = atoi(argv[2]); int value = atoi(argv[3]); if (timer < 0 || timer > 6) { debugPrintf("Timer must be [0..6]"); return true; } if (value == 0) { actor->timerReset(timer); } else { actor->timerStart(timer, value); } } for (int i = 0; i < 7; ++i) { debugPrintf("actorTimer(%i, %i) = %d ms\n", actorId, i, actor->timerLeft(i)); } return true; } bool Debugger::cmdFriend(int argc, const char **argv) { if (argc != 3 && argc != 4) { debugPrintf("Gets or changes friendliness for an actor towards another actor.\n"); debugPrintf("Usage: %s []\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; } int otherActorId = atoi(argv[2]); if (otherActorId < 0 && otherActorId >= (int)_vm->_gameInfo->getActorCount()) { debugPrintf("Unknown actor %i\n", otherActorId); } if (argc == 4) { int value = atoi(argv[3]); if (value < 0 || value > 100) { debugPrintf("Value must be [0..100]"); return true; } actor->setFriendlinessToOther(otherActorId, value); } debugPrintf("actorFriendliness(%i, %i) = %i\n", actorId, otherActorId, actor->getFriendlinessToOther(otherActorId)); 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 \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; } if (fs.isDirectory()) { debugPrintf("Warning: Given path %s is a folder. Please provide a path to a file!\n", argv[1]); return true; } Common::SeekableReadStream *saveFile = fs.createReadStream(); _vm->loadGame(*saveFile, 3); 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 \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; } if (fs.isDirectory()) { debugPrintf("Warning: Given path %s is a folder. Please provide a path to a file!\n", argv[1]); return true; } Common::WriteStream *saveFile = fs.createWriteStream(); Graphics::Surface thumbnail = _vm->generateThumbnail(); _vm->_time->pause(); _vm->saveGame(*saveFile, &thumbnail, true); _vm->_time->resume(); saveFile->finalize(); thumbnail.free(); delete saveFile; return false; } const struct OverlayAndScenesVQAsList { int resourceId; const char *name; bool isOverlayVQA; // else it is a scene VQA } overlaysList[] = { { 1, "MA04OVR2", true }, { 1, "PS10", false }, { 1, "MA01", false }, { 1, "RC01", false }, { 1, "PS01", false }, { 1, "CT01", false }, { 1, "PS11", false }, { 1, "RC51", false }, { 1, "MA02", false }, { 1, "RC02", false }, { 1, "PS02", false }, { 1, "CT02", false }, { 1, "PS12", false }, { 1, "CT12", false }, { 1, "PS03", false }, { 1, "CT03", false }, { 1, "PS13", false }, { 1, "MA04", false }, { 1, "PS04", false }, { 1, "CT04", false }, { 1, "PS14", false }, { 1, "CT01SPNR", true }, { 1, "MA05", false }, { 1, "PS05", false }, { 1, "CT05", false }, { 1, "PS15", false }, { 1, "MA06", false }, { 1, "PS06", false }, { 1, "CT06", false }, { 1, "MA02OVER", true }, { 1, "CT02OVER", true }, { 1, "MA07", false }, { 1, "PS07", false }, { 1, "CT07", false }, { 1, "PS09", false }, { 1, "MA04OVER", true }, { 1, "PS05OVER", true }, { 1, "CT05OVER", true }, { 2, "BB10OVR1", true }, { 2, "BB10OVR2", true }, { 2, "BB10OVR3", true }, { 2, "BB10OVR4", true }, { 2, "BB10OVR5", true }, { 2, "BB10_2", false }, { 2, "UG10_2", false }, { 2, "NR10_2", false }, { 2, "PS10_2", false }, { 2, "CT10_2", false }, { 2, "MA01_2", false }, { 2, "BB01_2", false }, { 2, "HC01_2", false }, { 2, "RC01_2", false }, { 2, "HF01_2", false }, { 2, "UG01_2", false }, { 2, "AR01_2", false }, { 2, "DR01_2", false }, { 2, "NR01_2", false }, { 2, "PS01_2", false }, { 2, "CT01_2", false }, { 2, "BB11_2", false }, { 2, "NR11_2", false }, { 2, "PS11_2", false }, { 2, "CT11_2", false }, { 2, "BB51_2", false }, { 2, "CT51_2", false }, { 2, "MA02_2", false }, { 2, "BB02_2", false }, { 2, "TB02_2", false }, { 2, "HC02_2", false }, { 2, "HF02_2", false }, { 2, "UG02_2", false }, { 2, "AR02_2", false }, { 2, "DR02_2", false }, { 2, "NR02_2", false }, { 2, "PS02_2", false }, { 2, "CT02_2", false }, { 2, "BB12_2", false }, { 2, "PS12_2", false }, { 2, "CT12_2", false }, { 2, "MA04OVR2", true }, { 2, "BB03_2", false }, { 2, "HC03_2", false }, { 2, "RC03_2", false }, { 2, "HF03_2", false }, { 2, "UG03_2", false }, { 2, "DR03_2", false }, { 2, "NR03_2", false }, { 2, "PS03_2", false }, { 2, "CT03_2", false }, { 2, "PS13_2", false }, { 2, "MA04_2", false }, { 2, "BB04_2", false }, { 2, "HC04_2", false }, { 2, "RC04_2", false }, { 2, "HF04_2", false }, { 2, "UG04_2", false }, { 2, "DR04_2", false }, { 2, "NR04_2", false }, { 2, "PS04_2", false }, { 2, "CT04_2", false }, { 2, "PS14_2", false }, { 2, "DR06OVR2", true }, { 2, "MA05_2", false }, { 2, "BB05_2", false }, { 2, "TB05_2", false }, { 2, "HF05_2", false }, { 2, "DR05_2", false }, { 2, "NR05_2", false }, { 2, "PS05_2", false }, { 2, "CT05_2", false }, { 2, "PS15_2", false }, { 2, "MA06_2", false }, { 2, "BB06_2", false }, { 2, "TB06_2", false }, { 2, "HF06_2", false }, { 2, "UG06_2", false }, { 2, "DR06_2", false }, { 2, "NR06_2", false }, { 2, "PS06_2", false }, { 2, "CT06_2", false }, { 2, "MA07_2", false }, { 2, "BB07_2", false }, { 2, "TB07_2", false }, { 2, "NR07_2", false }, { 2, "PS07_2", false }, { 2, "BB08_2", false }, { 2, "NR08_2", false }, { 2, "CT08_2", false }, { 2, "BB09_2", false }, { 2, "NR09_2", false }, { 2, "PS09_2", false }, { 2, "CT09_2", false }, { 2, "NR11OVER", true }, { 2, "CT01SPNR", true }, { 2, "MA02OVER", true }, { 2, "CT02OVER", true }, { 2, "BB12OVER", true }, { 2, "MA04OVER", true }, { 2, "DR04OVER", true }, { 2, "NR04OVER", true }, { 2, "BB05OVER", true }, { 2, "DR05OVER", true }, { 2, "PS05OVER", true }, { 2, "CT05OVER", true }, { 2, "BB06OVER", true }, { 2, "DR06OVER", true }, { 2, "BB07OVER", true }, { 2, "BB08OVER", true }, { 3, "UG10_3", false }, { 3, "NR10_3", false }, { 3, "CT10_3", false }, { 3, "BB01_3", false }, { 3, "HC01_3", false }, { 3, "RC01_3", false }, { 3, "HF01_3", false }, { 3, "UG01_3", false }, { 3, "KP01_3", false }, { 3, "AR01_3", false }, { 3, "DR01_3", false }, { 3, "NR01_3", false }, { 3, "CT01_3", false }, { 3, "NR11_3", false }, { 3, "CT11_3", false }, { 3, "BB51_3", false }, { 3, "RC51_3", false }, { 3, "CT51_3", false }, { 3, "MA02_3", false }, { 3, "BB02_3", false }, { 3, "TB02_3", false }, { 3, "HC02_3", false }, { 3, "RC02_3", false }, { 3, "HF02_3", false }, { 3, "UG02_3", false }, { 3, "KP02_3", false }, { 3, "AR02_3", false }, { 3, "DR02_3", false }, { 3, "NR02_3", false }, { 3, "CT02_3", false }, { 3, "UG12_3", false }, { 3, "CT12_3", false }, { 3, "MA04OVR2", true }, { 3, "BB03_3", false }, { 3, "TB03_3", false }, { 3, "HC03_3", false }, { 3, "RC03_3", false }, { 3, "HF03_3", false }, { 3, "UG03_3", false }, { 3, "KP03_3", false }, { 3, "DR03_3", false }, { 3, "NR03_3", false }, { 3, "CT03_3", false }, { 3, "UG13_3", false }, { 3, "MA04_3", false }, { 3, "BB04_3", false }, { 3, "HC04_3", false }, { 3, "RC04_3", false }, { 3, "HF04_3", false }, { 3, "UG04_3", false }, { 3, "KP04_3", false }, { 3, "DR04_3", false }, { 3, "NR04_3", false }, { 3, "CT04_3", false }, { 3, "UG14_3", false }, { 3, "PS14_3", false }, { 3, "DR06OVR2", true }, { 3, "MA05_3", false }, { 3, "HF05_3", false }, { 3, "UG05_3", false }, { 3, "KP05_3", false }, { 3, "DR05_3", false }, { 3, "NR05_3", false }, { 3, "CT05_3", false }, { 3, "UG15_3", false }, { 3, "MA06_3", false }, { 3, "HF06_3", false }, { 3, "UG06_3", false }, { 3, "KP06_3", false }, { 3, "DR06_3", false }, { 3, "NR06_3", false }, { 3, "CT06_3", false }, { 3, "UG16_3", false }, { 3, "UG18OVR2", true }, { 3, "UG19OVR1", true }, { 3, "MA07_3", false }, { 3, "TB07_3", false }, { 3, "HF07_3", false }, { 3, "UG07_3", false }, { 3, "KP07_3", false }, { 3, "NR07_3", false }, { 3, "UG17_3", false }, { 3, "UG08_3", false }, { 3, "NR08_3", false }, { 3, "CT08_3", false }, { 3, "UG18_3", false }, { 3, "UG09_3", false }, { 3, "NR09_3", false }, { 3, "PS09_3", false }, { 3, "CT09_3", false }, { 3, "UG19_3", false }, { 3, "NR11OVER", true }, { 3, "CT01SPNR", true }, { 3, "MA02OVER", true }, { 3, "CT02OVER", true }, { 3, "MA04OVER", true }, { 3, "DR04OVER", true }, { 3, "NR04OVER", true }, { 3, "UG14OVER", true }, { 3, "DR05OVER", true }, { 3, "CT05OVER", true }, { 3, "UG15OVER", true }, { 3, "DR06OVER", true }, { 3, "UG17OVER", true }, { 3, "UG18OVER", true }, { 6, "VKLUCY", true }, { 6, "VKRUNC", true }, { 6, "KIA_CLUE", false },{ 6, "KIA_INGM", false }, { 6, "KIA_CRIM", false }, { 6, "KIA_SUSP", false },{ 6, "HC01ESP1", false },{ 6, "HC01ESP2", false },{ 6, "HC01ESP3", false }, { 6, "RC02ESP1", false }, { 6, "HC02ESP2", false },{ 6, "RC02ESP2", false },{ 6, "HC02ESP3", false },{ 6, "RC02ESP3", false }, { 6, "HC02ESP4", false }, { 6, "RC02ESP4", false },{ 6, "HC02ESP5", false },{ 6, "RC02ESP5", false },{ 6, "RC02ESP6", false }, { 6, "RC02ESP7", false }, { 6, "TB06ESP1", false },{ 6, "KP06ESP1", false },{ 6, "NR06ESP1", false },{ 6, "TB06ESP2", false }, { 6, "KP06ESP2", false }, { 6, "NR06ESP2", false },{ 6, "TB06ESP3", false },{ 6, "KP06ESP3", false },{ 6, "NR07ESP1", false }, { 6, "TB06ESP4", false }, { 6, "KP06ESP4", false },{ 6, "NR07ESP2", false },{ 6, "SPINNER", false }, { 6, "KIAOVER", false }, { 6, "VK", false }, { 6, "VKKASH", true }, { 6, "PS02ELEV", false },{ 6, "ESPER", false }, { 6, "VKDEKT", true }, { 6, "MA06ELEV", false }, { 6, "VKBOB", true }, { 6, "SCORE", false }, { 0, NULL, false } }; /** * Will use overlay videos that the game has loaded for the scene * at the time of running the command * or otherwise will attempt to load the specified overlay to the scene, * if it exists in the currently loaded (VQAx, MODE) MIX resources. * Use "overlay reset" to clear up all loaded overlays (and/or custom scene video) * * Note: Loading MODE.MIX here (and a VQA from it) may lead to buggy results, * if the player then invokes and closes an actual game mode (KIA, ESPER, GPS etc). * This is because the game itself will unload MODE.MIX when closing the game mode * and that can lead to a assertion fault for a missing file handle. * A viable solution would be to have MODE.MIX loaded all the time, * but that is unnecessary since a developer could just uncomment a few lines below * (look for "force-load MODE.MIX") and make use of it with caution, if needed. */ bool Debugger::cmdOverlay(int argc, const char **argv) { bool invalidSyntax = false; if (_vm->_kia->isOpen() || _vm->_esper->isOpen() || _vm->_spinner->isOpen() || _vm->_elevator->isOpen() || _vm->_vk->isOpen() || _vm->_scores->isOpen() ) { debugPrintf("Sorry, playing custom overlays in KIA, ESPER, Voigt-Kampff, Spinner GPS,\nScores or Elevator mode is not supported\n"); return true; } if (argc != 1 && argc != 2 && argc != 3 && argc != 5) { invalidSyntax = true; } else { bool modeMixOverlaysAvailableFlg = false; int chapterIdOverlaysAvailableInt = -1; if (_vm->_chapters->hasOpenResources()) { chapterIdOverlaysAvailableInt = MIN(_vm->_chapters->currentResourceId(), 3); } if (chapterIdOverlaysAvailableInt == -1) { debugPrintf("No available open resources to load VQAs from.\n Giving up.\n"); return true; } // Normally, don't force-load the MODE.MIX resource if (!_vm->isArchiveOpen("MODE.MIX")) { // if (_vm->openArchive("MODE.MIX") { // Note: This will force-load MODE.MIX. Use with caution! // debugPrintf("Warning: MODE.MIX resources were force-loaded.\n Please, don't use game's menu modes (KIA, ESPER, Voigt-Kampff, Spinner GPS, Scores or Elevator) before executing an \"%s reset\" from the debugger!\n", argv[0]); // modeMixOverlaysAvailableFlg = true; // } } else { modeMixOverlaysAvailableFlg = true; } if (argc == 1) { // print info for all overlays loaded for the scene uint8 countOfLoadedOverlaysInScene = 0; debugPrintf("name animationId startFrame endFrame\n"); for (int i = 0; i < _vm->_overlays->kOverlayVideos; ++i) { if (_vm->_overlays->_videos[i].loaded) { ++countOfLoadedOverlaysInScene; VQADecoder::LoopInfo &loopInfo =_vm->_overlays->_videos[i].vqaPlayer->_decoder._loopInfo; for (int j = 0; j < loopInfo.loopCount; ++j) { debugPrintf("%s %2d %4d %4d\n", _vm->_overlays->_videos[i].name.c_str(), j, loopInfo.loops[j].begin, loopInfo.loops[j].end); } } } if ( countOfLoadedOverlaysInScene > 0) { debugPrintf(" ** %d overlays are loaded in scene **\n", countOfLoadedOverlaysInScene); } else { debugPrintf(" ** No overlays loaded in scene **\n"); } return true; } if (argc == 2) { Common::String argName = argv[1]; if (argName == "reset") { // Reset (remove) the overlays loaded for the scene _vm->_overlays->removeAll(); // And return to original VQA for this scene const Common::String origSceneName = _vm->_gameInfo->getSceneName(_vm->_scene->_sceneId); Common::String origVqaName; if (chapterIdOverlaysAvailableInt == 1) { origVqaName = Common::String::format("%s.VQA", origSceneName.c_str()); } else { origVqaName = Common::String::format("%s_%d.VQA", origSceneName.c_str(), chapterIdOverlaysAvailableInt); } if (_vm->_scene->_vqaPlayer != nullptr) { delete _vm->_scene->_vqaPlayer; } _vm->_scene->_vqaPlayer = new VQAPlayer(_vm, &_vm->_surfaceBack, origVqaName); if (!_vm->_scene->_vqaPlayer->open()) { debugPrintf("Error: Could not open player while reseting\nto scene VQA named: %s!\n", (origVqaName + ".VQA").c_str()); return true; } _vm->_scene->startDefaultLoop(); _vm->_scene->advanceFrame(); } else if (argName == "avail") { // List the available overlays in the loaded resources const uint dispColCount = 5; uint colCountIter = 0; uint16 itemIter = 0; debugPrintf("Available overlays in the loaded resources:\n"); for (itemIter = 0; overlaysList[itemIter].resourceId != 0; ++itemIter) { if ( (overlaysList[itemIter].resourceId == chapterIdOverlaysAvailableInt) || ( modeMixOverlaysAvailableFlg && overlaysList[itemIter].resourceId == 6) ) { debugPrintf("%s ", overlaysList[itemIter].name); colCountIter = (colCountIter + 1) % dispColCount; if ( colCountIter == 0) { debugPrintf("\n"); } } } // final new line if needed if ( colCountIter % dispColCount != 0) { debugPrintf("\n"); } if (!modeMixOverlaysAvailableFlg) { debugPrintf("Note: MODE.MIX resources are currently not loaded.\n"); } } else if (argName.size() > 12) { debugPrintf("The specified name is too long. It should be up to 12 characters.\n"); invalidSyntax = true; } else { debugPrintf("Invalid command usage\n"); invalidSyntax = true; } } if (!invalidSyntax && (argc == 3 || argc == 5)) { Common::String overlayName = argv[1]; overlayName.toUppercase(); int overlayAnimationId = atoi(argv[2]); bool loopForever = false; LoopSetModes startNowFlag = kLoopSetModeEnqueue; if (argc == 5 && atoi(argv[3]) != 0) { loopForever = true; } if (argc == 5 && atoi(argv[4]) != 0) { startNowFlag = kLoopSetModeImmediate; } if (overlayAnimationId < 0) { debugPrintf("Animation id value must be >= 0!\n"); return true; } // Check if specified overlay name exists AND is available uint16 itemIter = 0; for (itemIter = 0; overlaysList[itemIter].resourceId != 0; ++itemIter) { if ( (overlaysList[itemIter].resourceId == chapterIdOverlaysAvailableInt) || ( modeMixOverlaysAvailableFlg && overlaysList[itemIter].resourceId == 6) ) { if (strcmp(overlaysList[itemIter].name, overlayName.c_str()) == 0) { break; } } } if (overlaysList[itemIter].resourceId == 0 ) { debugPrintf("No available resource was found by that name!\nPerhaps it exists in another chapter.\n"); return true; } if (overlaysList[itemIter].isOverlayVQA) { // // Attempt to load the overlay in an empty slot // even if it's not already loaded for the scene (in _vm->_overlays->_videos) int overlayVideoIdx = _vm->_overlays->play(overlayName, overlayAnimationId, loopForever, startNowFlag, 0); if ( overlayVideoIdx == -1 ) { debugPrintf("Could not load the overlay animation: %s in this scene. Try reseting overlays first to free up slots!\n", overlayName.c_str()); } else { debugPrintf("Loading overlay animation: %s...\n", overlayName.c_str()); VQADecoder::LoopInfo &loopInfo =_vm->_overlays->_videos[overlayVideoIdx].vqaPlayer->_decoder._loopInfo; int overlayAnimationLoopCount = loopInfo.loopCount; if (overlayAnimationLoopCount == 0) { debugPrintf("Error: No valid loops were found for overlay animation named: %s!\n", overlayName.c_str()); _vm->_overlays->remove(overlayName.c_str()); } else if (overlayAnimationId >= overlayAnimationLoopCount) { debugPrintf("Invalid loop id: %d for overlay animation: %s. Try from 0 to %d.\n", overlayAnimationId, overlayName.c_str(), overlayAnimationLoopCount-1); } else { // print info about available loops too debugPrintf("Animation: %s loaded. Running loop %d...\n", overlayName.c_str(), overlayAnimationId); for (int j = 0; j < overlayAnimationLoopCount; ++j) { debugPrintf("%s %2d %4d %4d\n", _vm->_overlays->_videos[overlayVideoIdx].name.c_str(), j, loopInfo.loops[j].begin, loopInfo.loops[j].end); } } } } else { if (_vm->_scene->_vqaPlayer != nullptr) { delete _vm->_scene->_vqaPlayer; } _vm->_scene->_vqaPlayer = new VQAPlayer(_vm, &_vm->_surfaceBack, overlayName + ".VQA"); if (!_vm->_scene->_vqaPlayer->open()) { debugPrintf("Error: Could not open player for scene VQA named: %s!\n", (overlayName + ".VQA").c_str()); return true; } VQADecoder::LoopInfo &loopInfo =_vm->_scene->_vqaPlayer->_decoder._loopInfo; int sceneAnimationLoopCount = loopInfo.loopCount; if (sceneAnimationLoopCount == 0) { debugPrintf("Error: No valid loops were found for scene animation named: %s!\n", (overlayName + ".VQA").c_str()); } else if (overlayAnimationId >= sceneAnimationLoopCount) { debugPrintf("Invalid loop id: %d for scene animation: %s. Try from 0 to %d.\n", overlayAnimationId, overlayName.c_str(), sceneAnimationLoopCount-1); } else { // ignore the specified loopForever and startNow flags // just do a kSceneLoopModeOnce, without immediate start _vm->_scene->loopStartSpecial(kSceneLoopModeOnce, overlayAnimationId, false); debugPrintf("Scene animation: %s loaded. Running loop %d...\n", overlayName.c_str(), overlayAnimationId); for (int j = 0; j < sceneAnimationLoopCount; ++j) { debugPrintf("%s %2d %4d %4d\n", overlayName.c_str(), j, loopInfo.loops[j].begin, loopInfo.loops[j].end); } } } } } if (invalidSyntax) { debugPrintf("Load, list, play or reset (clear) loaded overlay animations.\nValues for loopForever and startNow are boolean.\n"); debugPrintf("Usage: %s [[ [ ]] | avail | reset ]\n", argv[0]); } return true; } /** * * Show an explicitly specified string as a subtitle */ bool Debugger::cmdSubtitle(int argc, const char **argv) { bool invalidSyntax = false; if (argc != 2) { invalidSyntax = true; } else { if (!_vm->_subtitles->isSystemActive()) { debugPrintf("Subtitles system is currently disabled\n"); } Common::String subtitleText = argv[1]; if (subtitleText == "info") { debugPrintf("Subtitles version info: v%s (%s) %s\nCredits:\n%s\n", _vm->_subtitles->getSubtitlesInfo().versionStr.c_str(), _vm->_subtitles->getSubtitlesInfo().dateOfCompile.c_str(), _vm->_subtitles->getSubtitlesInfo().languageMode.c_str(), _vm->_subtitles->getSubtitlesInfo().credits.c_str()); debugPrintf("Subtitles font loaded: %s\n", _vm->_subtitles->getSubtitlesInfo().fontName.c_str()); } else if (subtitleText == "reset") { _vm->_subtitles->setGameSubsText("", false); } else { debugPrintf("Showing text: %s\n", subtitleText.c_str()); _vm->_subtitles->setGameSubsText(subtitleText, true); _vm->_subtitles->show(); } } if (invalidSyntax) { debugPrintf("Show subtitles info, or display and clear (reset) a specified text as subtitle or clear the current subtitle.\n"); debugPrintf("Use double quotes to encapsulate the text.\n"); debugPrintf("Usage: %s (\"\" | info | reset)\n", argv[0]); } return true; } /** * Toggle showing Maze score on the fly as subtitle during the Police Maze Course */ bool Debugger::cmdMazeScore(int argc, const char **argv) { bool invalidSyntax = false; if (argc != 2) { invalidSyntax = true; } else { if (_vm->_scene->getSetId() != kSetPS10_PS11_PS12_PS13) { debugPrintf("Error:Command %s is only valid during the Police Maze course\n", argv[0]); return true; } // // set a debug variable to enable showing the maze score // Common::String argName = argv[1]; argName.toLowercase(); if (argc == 2 && argName == "toggle") { _showMazeScore = !_showMazeScore; debugPrintf("Showing maze score = %s\n", _showMazeScore ? "True":"False"); } else { invalidSyntax = true; } } if (invalidSyntax) { debugPrintf("Toggle showing the Maze Score as a subtitle during the Shooting Grounds Course\n"); debugPrintf("Usage: %s toggle\n", argv[0]); } return true; } /** * Add, remove or edit flags or bounding box for an object to debug some issues whereby existing obstacle layout does not prevent * characters from walking where they shouldn't * * Notes: with regard to Bound box / the clickable area for an object, item or region * 1. The code for what a mouse click will refer to is in BladeRunnerEngine::handleMouseAction() -- under if (mainButton) clause * Clickable 3d areas for boxes are determined based on scene information that translates the 2d mouse position into * a "3d" position in the view. (see: Mouse::getXYZ) * This 3d position must be within the bounding box of the 3d object * * 2. For items, the mouse-over (Item::isUnderMouse) depends on the screenRectangle dimensions (Common::Rect) and specifies the * targetable area for the item. The screenRectangle is calculated at every tick() of the item and depends on the item's animation, * current frame and thus facing angle. * The item's bounding box still determines the clickable area for the item. It is calculated at item's setup() or setXYZ() * and depends on the item's position (vector), height and width. */ bool Debugger::cmdObject(int argc, const char **argv) { bool invalidSyntax = false; if (argc < 3) { invalidSyntax = true; } else { Common::String modeName = argv[1]; modeName.toLowercase(); if (modeName == "add" && argc == 9) { // add object mode // first add to set and then to scene Common::String custObjName = "CUSTOMOBJ"; Common::String custObjNameSuffix = argv[2]; custObjName = custObjName + custObjNameSuffix; // // plain 3d objects (non-items) are added to the Set by reading the specific data for that Set // Their count is also stored in the Set's data, // if there's a need for a permanent extra obstacle in the Set, the code in set.cpp will have to be overridden (hard coded patch) // // For the debugger's purposes it should be harmless to add custom objects to test blocking pathways or other functions // they will persist in Save/Load but should go away when exiting a Set if (_vm->_scene->_set->_objectCount > 85) { //85 is the size of the _objects array in set.cpp debugPrintf("Unable to add more objects in the set\n"); } else { int objectId = _vm->_scene->_set->_objectCount; ++(_vm->_scene->_set->_objectCount); _vm->_scene->_set->_objects[objectId].name = custObjName.c_str(); float x0, y0, z0, x1, y1, z1; x0 = atof(argv[3]); y0 = atof(argv[4]); z0 = atof(argv[5]); x1 = atof(argv[6]); y1 = atof(argv[7]); z1 = atof(argv[8]); _vm->_scene->_set->_objects[objectId].bbox = BoundingBox(x0, y0, z0, x1, y1, z1); _vm->_scene->_set->_objects[objectId].isObstacle = 0; // init as false _vm->_scene->_set->_objects[objectId].isClickable = 0;// init as false _vm->_scene->_set->_objects[objectId].isHotMouse = 0; _vm->_scene->_set->_objects[objectId].unknown1 = 0; _vm->_scene->_set->_objects[objectId].isTarget = 0; // init as false // if (_vm->_sceneObjects->addObject(objectId + kSceneObjectOffsetObjects, _vm->_scene->_set->_objects[objectId].bbox, false, false, _vm->_scene->_set->_objects[objectId].unknown1, false) ) { debugPrintf("Object: %d: %s was added to set and scene\n", objectId, custObjName.c_str()); } else { debugPrintf("Failed to add object: %d: %s to the scene\n", objectId, custObjName.c_str()); } return true; } } else if ((modeName == "remove" && argc == 3) || (modeName == "flags" && argc == 6) || (modeName == "bounds" && argc == 9) || (modeName == "list" && argc == 3) ) { // remove object mode, show properties or edit flags int objectId = atoi(argv[2]); if (objectId >= 0 && objectId < _vm->_scene->_set->_objectCount) { Common::String objName = _vm->_scene->objectGetName(objectId); if (modeName == "list") { // list properties const BoundingBox &bbox = _vm->_scene->_set->_objects[objectId].bbox; 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)); // Intentional? When loading a game, in the loaded Scene: // an object can be an non-obstacle as a sceneObject but an obstacle as a Set object. // and this seems to be considered as a non-obstacle by the game in that Scene. // These are objects that the Unobstacle_Object() is called for when a scene is loaded (SceneLoaded()) // So the sceneObject property overrides the Set object property in these cases // Eg. in PS01 BOX38 (object id: 19) // This inconsistency is fixed if you exit and re-enter the scene. debugPrintf("%d: %s (Clk: %s, Trg: %s, Obs: %s), Pos(%02.2f,%02.2f,%02.2f)\n Bbox(%02.2f,%02.2f,%02.2f) ~ (%02.2f,%02.2f,%02.2f)\n", objectId, objName.c_str(), _vm->_scene->_set->_objects[objectId].isClickable? "T" : "F", _vm->_scene->_set->_objects[objectId].isTarget? "T" : "F", _vm->_scene->_set->_objects[objectId].isObstacle? "T" : "F", pos.x, pos.y, pos.z, a.x, a.y, a.z, b.x, b.y, b.z); } else if (modeName == "remove") { // scene's objectSetIsObstacle will update obstacle and walkpath _vm->_scene->objectSetIsObstacle(objectId, false, !_vm->_sceneIsLoading, true); // remove only from scene objects (keep in Set) if (!_vm->_sceneIsLoading && _vm->_sceneObjects->remove(objectId + kSceneObjectOffsetObjects)) { debugPrintf("Object: %d: %s was removed\n", objectId, objName.c_str()); } else { debugPrintf("Failed to remove object: %d: %s\n", objectId, objName.c_str()); } } else if (modeName == "bounds") { Vector3 positionBottomRight(atof(argv[3]), atof(argv[4]), atof(argv[5])); Vector3 positionTopLeft(atof(argv[6]), atof(argv[7]), atof(argv[8])); _vm->_scene->_set->_objects[objectId].bbox.setXYZ(positionBottomRight.x, positionBottomRight.y, positionBottomRight.z, positionTopLeft.x, positionTopLeft.y, positionTopLeft.z); if (!_vm->_sceneIsLoading && _vm->_sceneObjects->remove(objectId + kSceneObjectOffsetObjects)) { _vm->_sceneObjects->addObject(objectId + kSceneObjectOffsetObjects, _vm->_scene->_set->_objects[objectId].bbox, _vm->_scene->_set->_objects[objectId].isClickable, _vm->_scene->_set->_objects[objectId].isObstacle, _vm->_scene->_set->_objects[objectId].unknown1, _vm->_scene->_set->_objects[objectId].isTarget); // scene's objectSetIsObstacle will update obstacle and walkpath _vm->_scene->objectSetIsObstacle(objectId, _vm->_scene->_set->_objects[objectId].isObstacle, !_vm->_sceneIsLoading, true); debugPrintf("New bounds: (%02.2f,%02.2f,%02.2f) ~ (%02.2f,%02.2f,%02.2f)\n", positionBottomRight.x, positionBottomRight.y, positionBottomRight.z, positionTopLeft.x, positionTopLeft.y, positionTopLeft.z); } } else { // edit flags bool newClickable = atoi(argv[3])? true : false; bool newTarget = atoi(argv[4])? true : false; bool newObstacle = atoi(argv[5])? true : false; // scene's objectSetIsObstacle will update obstacle and walkpath _vm->_scene->objectSetIsObstacle(objectId, newObstacle, !_vm->_sceneIsLoading, true); _vm->_scene->objectSetIsClickable(objectId, newClickable, !_vm->_sceneIsLoading); _vm->_scene->objectSetIsTarget(objectId, newTarget, !_vm->_sceneIsLoading); debugPrintf("Setting obj %d: %s as clickable: %s, target: %s, obstacle: %s\n", objectId, objName.c_str(), newClickable? "T":"F", newTarget? "T":"F", newObstacle? "T":"F"); } return true; } else { debugPrintf("Invalid object id %d was specified\n", objectId); return true; } } else { invalidSyntax = true; } } if (invalidSyntax) { debugPrintf("Add, edit flags, bounds or remove a 3d object obstacle in the current scene\n"); debugPrintf("Use debugger command List with \"obj\" argument to view available targets for this command\n"); debugPrintf("Floats: brX, brY, brZ, tlX, tlY, tlZ, posX, posY, posZ\n"); debugPrintf("Integers: id, incId\n"); debugPrintf("Boolean (1: true, 0: false): isObstacle, isClickable, isTarget\n"); debugPrintf("Usage 1: %s add \n", argv[0]); debugPrintf("Usage 2: %s list \n", argv[0]); debugPrintf("Usage 3: %s flags \n", argv[0]); debugPrintf("Usage 4: %s bounds \n", argv[0]); debugPrintf("Usage 5: %s remove \n", argv[0]); } return true; } /** * Add a new, remove or edit flags and bounds for an existing item */ bool Debugger::cmdItem(int argc, const char **argv) { bool invalidSyntax = false; if (argc < 3) { invalidSyntax = true; } else { Common::String modeName = argv[1]; modeName.toLowercase(); int itemId = atoi(argv[2]); if (itemId < 0) { debugPrintf("Invalid item id: %d specified. Item id must be an integer >=0\n", itemId); return true; } if (modeName == "add" && argc == 10) { // add item mode if (_vm->_sceneObjects->findById(itemId + kSceneObjectOffsetItems) == -1) { Vector3 itemPosition(atof(argv[3]), atof(argv[4]), atof(argv[5])); int itemFacing = atoi(argv[6]); int itemHeight = atoi(argv[7]); int itemWidth = atoi(argv[8]); int itemAnimationId = atoi(argv[9]); if (_vm->_items->addToWorld(itemId, itemAnimationId, _vm->_scene->_setId, itemPosition, itemFacing, itemHeight, itemWidth, false, true, false, true)) { debugPrintf("Item: %d was added to set and scene\n", itemId); } else { debugPrintf("Failed to add item: %d to the scene\n", itemId); } return true; } else { debugPrintf("Item: %d is already in the scene\n", itemId); } } else if ((modeName == "remove" && argc == 3) || (modeName == "flags" && argc == 5) || (modeName == "bounds" && argc == 9) || (modeName == "list" && argc == 3) ) { // remove item mode, show properties or edit flags if (_vm->_sceneObjects->findById(itemId + kSceneObjectOffsetItems) != -1) { if (modeName == "list") { // list properties float xpos_curr, ypos_curr, zpos_curr, x0_curr, y0_curr, z0_curr, x1_curr, y1_curr, z1_curr; int currHeight, currWidth; int itemAnimationId; int facing_curr = _vm->_items->getFacing(itemId); _vm->_items->getWidthHeight(itemId, &currWidth, &currHeight); _vm->_items->getXYZ(itemId, &xpos_curr, &ypos_curr, &zpos_curr ); _vm->_items->getBoundingBox(itemId).getXYZ(&x0_curr, &y0_curr, &z0_curr, &x1_curr, &y1_curr, &z1_curr); _vm->_items->getAnimationId(itemId, &itemAnimationId); const Common::Rect &screenRect = _vm->_items->getScreenRectangle(itemId); debugPrintf("Item %d (Trg: %s, Vis/Clk: %s) Pos(%02.2f,%02.2f,%02.2f), Face: %d, Height: %d, Width: %d AnimId: %d\n ScrRct(%d,%d,%d,%d) Bbox(%02.2f,%02.2f,%02.2f) ~ (%02.2f,%02.2f,%02.2f)\n", itemId, _vm->_items->isTarget(itemId)? "T" : "F", _vm->_items->isVisible(itemId)? "T" : "F", xpos_curr, ypos_curr, zpos_curr, facing_curr, currHeight, currWidth, itemAnimationId, screenRect.top, screenRect.left, screenRect.bottom, screenRect.right, x0_curr, y0_curr, z0_curr, x1_curr, y1_curr, z1_curr); } else if (modeName == "remove") { if (_vm->_sceneObjects->remove(itemId + kSceneObjectOffsetItems)) { debugPrintf("Item: %d was removed\n", itemId); } else { debugPrintf("Failed to remove item: %d\n", itemId); } } else if (modeName == "bounds") { // change position and facing to affect the screen rectangle Vector3 newPosition(atof(argv[3]), atof(argv[4]), atof(argv[5])); int newFacing = atoi(argv[6]); int newHeight = atoi(argv[7]); int newWidth = atoi(argv[8]); //// setXYZ recalculates the item's bounding box //_vm->_items->setXYZ(itemId, newPosition); //// facing affects the angle and thus the screenRect in the next tick() _vm->_items->setFacing(itemId, newFacing); if (_vm->_sceneObjects->remove(itemId + kSceneObjectOffsetItems)) { float x0_new, y0_new, z0_new, x1_new, y1_new, z1_new; bool targetable = _vm->_items->isTarget(itemId); bool obstacle = _vm->_items->isVisible(itemId); bool polizeMazeEnemy = _vm->_items->isPoliceMazeEnemy(itemId); int itemAnimationId = -1; _vm->_items->getAnimationId(itemId, &itemAnimationId); _vm->_items->addToWorld(itemId, itemAnimationId, _vm->_scene->_setId, newPosition, newFacing, newHeight, newWidth, targetable, obstacle, polizeMazeEnemy, true); _vm->_items->getBoundingBox(itemId).getXYZ(&x0_new, &y0_new, &z0_new, &x1_new, &y1_new, &z1_new); debugPrintf("New Pos(%02.2f,%02.2f,%02.2f), Face: %d, Height: %d, Width: %d\n Bbox(%02.2f,%02.2f,%02.2f) ~ (%02.2f,%02.2f,%02.2f)\n", newPosition.x, newPosition.y, newPosition.z, newFacing, newHeight, newWidth, x0_new, y0_new, z0_new, x1_new, y1_new, z1_new); } } else { // edit flags bool newObstacle = (atoi(argv[3]) != 0); bool newTarget = (atoi(argv[4]) != 0); _vm->_items->setIsObstacle(itemId, newObstacle); _vm->_items->setIsTarget(itemId, newTarget); debugPrintf("Setting item %d as visible/clickable: %s and target: %s\n", itemId, newObstacle? "T":"F", newTarget? "T":"F"); } return true; } else { debugPrintf("No item was found with the specified id: %d in the scene\n", itemId); return true; } } else if (modeName == "spin" && argc == 3) { int itemAnimationId = atoi(argv[2]); if (itemAnimationId >=0 && itemAnimationId <= 996) { _vm->_itemPickup->setup(itemAnimationId, 320, 240); return false; // close the debugger } else { debugPrintf("Valid value range for item animation Ids is [0, 996]\n"); return true; } } else { invalidSyntax = true; } } if (invalidSyntax) { debugPrintf("Add, edit flags, bounds or remove an item in the current scene\n"); debugPrintf("Use debugger command List with \"items\" argument to view available targets for this command\n"); debugPrintf("Floats: posX, posY, posZ\n"); debugPrintf("Integers: id, facing, height, width, animationId\n"); debugPrintf("Boolean (1: true, 0: false): isVisible, isTarget\n"); debugPrintf("Usage 1: %s add \n", argv[0]); debugPrintf("Usage 2: %s list \n", argv[0]); debugPrintf("Usage 3: %s flags \n", argv[0]); debugPrintf("Usage 4: %s bounds \n", argv[0]); debugPrintf("Usage 5: %s remove \n", argv[0]); debugPrintf("Usage 6: %s spin \n", argv[0]); } return true; } /** * Add a new or remove an existing region (plain or exit) into/from a specified slot in the _regions or _exits arrays respectively */ bool Debugger::cmdRegion(int argc, const char **argv) { bool invalidSyntax = false; if (argc < 4) { invalidSyntax = true; } else { Common::String regionTypeName = argv[1]; regionTypeName.toLowercase(); Regions *regions = nullptr; if (regionTypeName == "reg") { regions = _vm->_scene->_regions; } else if (regionTypeName == "exit") { regions = _vm->_scene->_exits; } else { debugPrintf("Invalid region name type was specified: %s\n", regionTypeName.c_str()); return true; } Common::String modeName = argv[2]; modeName.toLowercase(); int regionID = atoi(argv[3]); if (regionID < 0 || regionID >= 10) { debugPrintf("A region id has to be an integer within [0, 9]\n"); return true; } if (modeName == "add" && ((regionTypeName == "reg" && argc == 8) || (regionTypeName == "exit" && argc == 9)) ) { // add region mode if (!regions->_regions[regionID].present) { int type = 0; int topY = atoi(argv[4]); int leftX = atoi(argv[5]); int bottomY = atoi(argv[6]); int rightX = atoi(argv[7]); if (regionTypeName == "exit") { type = atoi(argv[8]); } Common::Rect newRect(leftX, topY, rightX, bottomY); regions->add(regionID, newRect, type); debugPrintf("Adding %s: %d (t:%d l:%d b:%d r:%d) of type %d\n", regionTypeName.c_str(), regionID, newRect.top, newRect.left, newRect.bottom, newRect.right, type); return true; } else { debugPrintf("There already is an %s with the specified id: %d. Please select another slot id\n", regionTypeName.c_str(), regionID); return true; } } else if ((modeName == "remove" && argc == 4) || (modeName == "list" && argc == 4) || (modeName == "bounds" && argc == 8)) { if (regions->_regions[regionID].present) { Common::Rect origRect = regions->_regions[regionID].rectangle; int type = regions->_regions[regionID].type; if (modeName == "remove") { if (regions->remove(regionID)) { debugPrintf("Removed %s: %d (t:%d l:%d b:%d r:%d) of type: %d\n", regionTypeName.c_str(), regionID, origRect.top, origRect.left, origRect.bottom, origRect.right, type); } else { debugPrintf("Unable to remove %s: %d for unexpected reasons\n", regionTypeName.c_str(), regionID); } } else if (modeName == "bounds") { int topY, leftX, bottomY, rightX = 0; topY = atoi(argv[4]); leftX = atoi(argv[5]); bottomY = atoi(argv[6]); rightX = atoi(argv[7]); if (regions->remove(regionID)) { Common::Rect newRect(leftX, topY, rightX, bottomY); regions->add(regionID, newRect, type); debugPrintf("Bounds %s: %d (t:%d l:%d b:%d r:%d)\n", regionTypeName.c_str(), regionID, newRect.top, newRect.left, newRect.bottom, newRect.right); } } else { // list properties debugPrintf("%s: %d (t:%d l:%d b:%d r:%d) of type: %d\n", regionTypeName.c_str(), regionID, origRect.top, origRect.left, origRect.bottom, origRect.right, type); } return true; } else { debugPrintf("The %s id %d specified does not exist in the scene\n", regionTypeName.c_str(), regionID); return true; } } else { invalidSyntax = true; } } if (invalidSyntax) { debugPrintf("Add, edit bounds or remove a region (\"reg\": for plain region, \"exit\": for exit) in the current scene\n"); debugPrintf("Use debugger command List with \"reg\" argument to view available targets for this command\n"); debugPrintf("An exit type can be in [0, 3] and determines the type of arrow icon on mouse-over\n0: Upward , 1: Right, 2: Downward, 3: Left\n"); debugPrintf("Integers: id, topY, leftX, bottomY, rightX, type\n"); debugPrintf("Usage 1: %s reg add \n", argv[0]); debugPrintf("Usage 2: %s reg remove \n", argv[0]); debugPrintf("Usage 3: %s reg list \n", argv[0]); debugPrintf("Usage 4: %s reg bounds \n", argv[0]); debugPrintf("Usage 5: %s exit add \n", argv[0]); debugPrintf("Usage 6: %s exit remove \n", argv[0]); debugPrintf("Usage 7: %s exit list \n", argv[0]); debugPrintf("Usage 8: %s exit bounds \n", argv[0]); } return true; } /** * Toggle showing mouse click info in the text console (not the debugger window) */ bool Debugger::cmdClick(int argc, const char **argv) { bool invalidSyntax = false; if (argc != 2) { invalidSyntax = true; } else { // // set a debug variable to enable showing the mouse click info // Common::String argName = argv[1]; argName.toLowercase(); if (argc == 2 && argName == "toggle") { _showMouseClickInfo = !_showMouseClickInfo; debugPrintf("Showing mouse click info = %s\n", _showMouseClickInfo ? "True":"False"); return false; // close the debugger console } else { invalidSyntax = true; } } if (invalidSyntax) { debugPrintf("Toggle showing mouse info (on mouse click) in the text console\n"); debugPrintf("Usage: %s toggle\n", argv[0]); } return true; } /** * Auxiliary function to get a descriptive string for a given difficulty value */ Common::String Debugger::getDifficultyDescription(int difficultyValue) { Common::String difficultyStr; switch (difficultyValue) { default: // fall through case kGameDifficultyEasy: difficultyStr = Common::String::format("Easy (%d)", kGameDifficultyEasy); break; case kGameDifficultyMedium: difficultyStr = Common::String::format("Normal (%d)", kGameDifficultyMedium); break; case kGameDifficultyHard: difficultyStr = Common::String::format("Hard (%d)", kGameDifficultyHard); break; } return difficultyStr; } /** * Show or set current game's difficulty mode */ bool Debugger::cmdDifficulty(int argc, const char **argv) { bool invalidSyntax = false; if (argc == 1) { debugPrintf("Current game difficulty is %s\n", getDifficultyDescription(_vm->_settings->getDifficulty()).c_str()); } else if (argc == 2) { int difficultyID = atoi(argv[1]); if (difficultyID < kGameDifficultyEasy || difficultyID > kGameDifficultyHard) { debugPrintf("The difficulty value must be an integer within [0, 2]\n"); return true; } else { _vm->_settings->setDifficulty(difficultyID); debugPrintf("Current game difficulty is set to %s\n", getDifficultyDescription(_vm->_settings->getDifficulty()).c_str()); } } else { invalidSyntax = true; } if (invalidSyntax) { debugPrintf("Show or set current game's difficulty mode\n"); debugPrintf("Valid difficulty values: \n"); debugPrintf("0: Easy\n"); debugPrintf("1: Normal\n"); debugPrintf("2: Hard\n"); debugPrintf("Usage 1: %s\n", argv[0]); debugPrintf("Usage 2: %s \n", argv[0]); } return true; } #if BLADERUNNER_ORIGINAL_BUGS #else bool Debugger::cmdEffect(int argc, const char **argv) { bool invalidSyntax = false; if (argc != 3) { invalidSyntax = true; } else { int effectId = atoi(argv[2]); Common::String modeName = argv[1]; modeName.toLowercase(); if (modeName == "list") { if (effectId >= 0 && effectId < (int)_vm->_screenEffects->_entries.size()) { ScreenEffects::Entry &entry = _vm->_screenEffects->_entries[effectId]; debugPrintf("%2d. Effect (h: %d, x: %d, y: %d, z: %d\n", effectId, (int)entry.height, (int)entry.x, (int)entry.y, (int)entry.z); } else { debugPrintf("There is no such effect in the scene!\n"); } } else if (modeName == "skip") { if (effectId >= 0 && effectId < (int)_vm->_screenEffects->_entries.size()) { _vm->_screenEffects->toggleEntry(effectId, true); debugPrintf("Skipped effect %2d\n", effectId); } else { debugPrintf("There is no such effect to remove in the scene!\n"); } } else if (modeName == "restore") { if (effectId >= 0 && effectId < (int)_vm->_screenEffects->kMaxEffectsInScene) { _vm->_screenEffects->toggleEntry(effectId, false); debugPrintf("Attempting to restored effect %2d\n", effectId); } } else { invalidSyntax = true; } } if (invalidSyntax) { debugPrintf("List properties or skip/restore a screen-effect obj in the current scene\n"); debugPrintf("Usage 1: %s list \n", argv[0]); debugPrintf("Usage 2: %s (skip | restore) \n", argv[0]); } return true; } #endif // BLADERUNNER_ORIGINAL_BUGS /** * Toggle playing a full VK session (full) and showing current test statistics as subtitles * Only available in VK mode */ bool Debugger::cmdVk(int argc, const char **argv) { bool invalidSyntax = false; if (argc != 2) { invalidSyntax = true; } else { if (!_vm->_vk->isOpen()) { debugPrintf("Error:Command %s is only valid within a Voigt-Kampff session\n", argv[0]); return true; } // // set a debug variable to enable going through the (remaining) VK session // enabling all the remaining VK questions // Common::String argName = argv[1]; argName.toLowercase(); if (argc == 2 && argName == "full") { _playFullVk = !_playFullVk; debugPrintf("Playing full V-K session = %s\n", _playFullVk ? "True":"False"); } else if (argc == 2 && argName == "stats") { _showStatsVk = !_showStatsVk; debugPrintf("Showing V-K session statistics= %s\n", _showStatsVk ? "True":"False"); } else { invalidSyntax = true; } } if (invalidSyntax) { debugPrintf("Toggle playing the full VK session instead of the at most 10 questions of the vanilla mode\n"); debugPrintf("Also, toggle showing statistics for the current session\n"); debugPrintf("Usage: %s (full|stats)\n", argv[0]); } return true; } /** * * Similar to draw but only list items instead of drawing * Maybe keep this separate from the draw command, even though some code gets repeated here */ bool Debugger::cmdList(int argc, const char **argv) { bool invalidSyntax = false; if (argc < 2) { invalidSyntax = true; } else { Common::String arg = argv[1]; if (arg == "act") { if (argc == 2) { debugPrintf("Listing scene actors: \n"); int count = 0; for (int i = 0; i < _vm->_sceneObjects->_count; ++i) { SceneObjects::SceneObject *sceneObject = &_vm->_sceneObjects->_sceneObjects[_vm->_sceneObjects->_sceneObjectsSortedByDistance[i]]; if (sceneObject->type == kSceneObjectTypeActor) { Actor *actor = _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]; const Common::Rect &screenRect = actor->getScreenRectangle(); const BoundingBox &bbox = actor->getBoundingBox(); Vector3 a, b; bbox.getXYZ(&a.x, &a.y, &a.z, &b.x, &b.y, &b.z); debugPrintf("%d: %s (Clk: %s, Trg: %s, Prs: %s, Obs: %s, Mvg: %s)\n", sceneObject->id - kSceneObjectOffsetActors, _vm->_textActorNames->getText(sceneObject->id - kSceneObjectOffsetActors), sceneObject->isClickable? "T" : "F", sceneObject->isTarget? "T" : "F", sceneObject->isPresent? "T" : "F", sceneObject->isObstacle? "T" : "F", sceneObject->isMoving? "T" : "F"); debugPrintf(" Goal: %d, Set: %d, Anim mode: %d id:%d fps: %d showDmg: %s inCombat: %s\n", actor->getGoal(), actor->getSetId(), actor->getAnimationMode(), actor->getAnimationId(), actor->getFPS(), actor->getFlagDamageAnimIfMoving()? "T" : "F", actor->inCombat()? "T" : "F"); debugPrintf(" Pos(%02.2f,%02.2f,%02.2f)\n", actor->getPosition().x, actor->getPosition().y, actor->getPosition().z); debugPrintf(" ScreenRect(%03d,%03d,%03d,%03d)\n", screenRect.top, screenRect.left, screenRect.bottom, screenRect.right); debugPrintf(" Bbox(%02.2f,%02.2f,%02.2f) ~ (%02.2f,%02.2f,%02.2f)\n", a.x, a.y, a.z, b.x, b.y, b.z); ++count; } } debugPrintf("%d actors were found in scene.\n", count); } else if (argc == 3) { // list properties for specific actor regardless of the set/ scene they are in int actorId = atoi(argv[2]); if (actorId >= 0 && actorId < _vm->kActorCount) { debugPrintf("Showing properties for actor: %d:%s \n", actorId, _vm->_textActorNames->getText(actorId)); Actor *actor = _vm->_actors[actorId]; bool isReplicant = false; switch (actorId) { case kActorIzo: isReplicant = _vm->_gameFlags->query(kFlagIzoIsReplicant); break; case kActorGordo: isReplicant = _vm->_gameFlags->query(kFlagGordoIsReplicant); break; case kActorLucy: isReplicant = _vm->_gameFlags->query(kFlagLucyIsReplicant); break; case kActorDektora: isReplicant = _vm->_gameFlags->query(kFlagDektoraIsReplicant); break; case kActorSadik: isReplicant = _vm->_gameFlags->query(kFlagSadikIsReplicant); break; case kActorLuther: isReplicant = _vm->_gameFlags->query(kFlagLutherLanceIsReplicant); break; default: isReplicant = false; break; } debugPrintf("%d: %s (Mvg: %s, Walk:%s, Run:%s, Ret:%s, Trg: %s, Rep: %s)\n Hp: %d, Fac: %d, Friend: %d\n Goal: %d, Set: %d, Anim mode: %d id:%d showDmg: %s inCombat: %s\n Pos(%02.2f,%02.2f,%02.2f), Walkbx:%d\n", actorId, _vm->_textActorNames->getText(actorId), actor->isMoving()? "T" : "F", actor->isWalking()? "T" : "F", actor->isRunning()? "T" : "F", actor->isRetired()? "T" : "F", actor->isTarget()? "T" : "F", isReplicant? "T" : "F", actor->getCurrentHP(), actor->getFacing(), actor->getFriendlinessToOther(kActorMcCoy), actor->getGoal(), actor->getSetId(), actor->getAnimationMode(), actor->getAnimationId(), actor->getFlagDamageAnimIfMoving()? "T" : "F", actor->inCombat()? "T" : "F", actor->getPosition().x, actor->getPosition().y, actor->getPosition().z, actor->getWalkbox()); } else { debugPrintf("Invalid actor id: %d was specified\n", actorId); return true; } } else { invalidSyntax = true; } } else if (arg == "obj") { debugPrintf("View info\nCamera position: (%5.2f, %5.2f, %5.2f), Viewport position: (%5.2f, %5.2f, %5.2f), FoVx: %2.2f\n", _vm->_view->_cameraPosition.x, _vm->_view->_cameraPosition.y, _vm->_view->_cameraPosition.z, _vm->_view->_viewportPosition.x, _vm->_view->_viewportPosition.y, _vm->_view->_viewportPosition.z, _vm->_view->_fovX); debugPrintf("Listing scene objects: \n"); int count = 0; for (int i = 0; i < _vm->_sceneObjects->_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)); if (sceneObject->type == kSceneObjectTypeUnknown) { debugPrintf("%02d. Unknown object type\n", count); ++count; } else if (sceneObject->type == kSceneObjectTypeObject) { debugPrintf("%d: %s (Clk: %s, Trg: %s, Prs: %s, Obs: %s, Mvg: %s), Pos(%02.2f,%02.2f,%02.2f)\n Bbox(%02.2f,%02.2f,%02.2f) ~ (%02.2f,%02.2f,%02.2f)\n", sceneObject->id - kSceneObjectOffsetObjects, _vm->_scene->objectGetName(sceneObject->id - kSceneObjectOffsetObjects).c_str(), sceneObject->isClickable? "T" : "F", sceneObject->isTarget? "T" : "F", sceneObject->isPresent? "T" : "F", sceneObject->isObstacle? "T" : "F", sceneObject->isMoving? "T" : "F", pos.x, pos.y, pos.z, a.x, a.y, a.z, b.x, b.y, b.z); ++count; } } debugPrintf("%d objects were found in scene.\n", count); } else if (arg == "item") { debugPrintf("Listing scene items: \n"); int count = 0; for (int i = 0; i < _vm->_sceneObjects->_count; ++i) { SceneObjects::SceneObject *sceneObject = &_vm->_sceneObjects->_sceneObjects[_vm->_sceneObjects->_sceneObjectsSortedByDistance[i]]; if (sceneObject->type == kSceneObjectTypeItem) { 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)); Vector3 pos; int currHeight, currWidth; _vm->_items->getXYZ(sceneObject->id - kSceneObjectOffsetItems, &pos.x, &pos.y, &pos.z); _vm->_items->getWidthHeight(sceneObject->id - kSceneObjectOffsetItems, &currWidth, &currHeight); const Common::Rect &screenRect = _vm->_items->getScreenRectangle(sceneObject->id - kSceneObjectOffsetItems); debugPrintf("Id %i, Pos(%02.2f,%02.2f,%02.2f), Face: %d, Height: %d, Width: %d, ScrRct(%d,%d,%d,%d)\n Clk: %s, Trg: %s, Prs: %s, Vis: %s, Mvg: %s Bbox(%02.2f,%02.2f,%02.2f)~(%02.2f,%02.2f,%02.2f)\n", sceneObject->id - kSceneObjectOffsetItems, pos.x, pos.y, pos.z, _vm->_items->getFacing(sceneObject->id - kSceneObjectOffsetItems), currHeight, currWidth, screenRect.top, screenRect.left, screenRect.bottom, screenRect.right, sceneObject->isClickable? "T" : "F", sceneObject->isTarget? "T" : "F", sceneObject->isPresent? "T" : "F", sceneObject->isObstacle? "T" : "F", sceneObject->isMoving? "T" : "F", a.x, a.y, a.z, b.x, b.y, b.z); ++count; } } debugPrintf("%d items were found in scene.\n", count); } else if (arg == "reg") { debugPrintf("Listing plain regions: \n"); int count = 0; //list regions for (int i = 0; i < 10; ++i) { Regions::Region *region = &_vm->_scene->_regions->_regions[i]; if (!region->present) continue; Common::Rect r = region->rectangle; debugPrintf("Region slot: %d (t:%d l:%d b:%d r:%d)\n", i, r.top, r.left, r.bottom, r.right); ++count; } debugPrintf("Listing exits: \n"); //list exits for (int i = 0; i < 10; ++i) { Regions::Region *region = &_vm->_scene->_exits->_regions[i]; if (!region->present) continue; Common::Rect r = region->rectangle; debugPrintf("Exit slot: %d (t:%d l:%d b:%d r:%d)\n", i, r.top, r.left, r.bottom, r.right); ++count; } debugPrintf("%d regions (plain and exits) were found in scene.\n", count); } else if (arg == "way") { debugPrintf("Listing waypoints: \n"); int count = 0; for (int i = 0; i < _vm->_waypoints->_count; ++i) { Waypoints::Waypoint *waypoint = &_vm->_waypoints->_waypoints[i]; if (waypoint->setId != _vm->_scene->getSetId()) { continue; } Vector3 a = waypoint->position; debugPrintf("Waypoint %i, Pos(%02.2f,%02.2f,%02.2f)\n", i, a.x, a.y, a.z); ++count; } // list 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 a = cover->position; debugPrintf("Cover %i, Pos(%02.2f,%02.2f,%02.2f)\n", i, a.x, a.y, a.z); ++count; } // list 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 a = flee->position; debugPrintf("Flee %i, Pos(%02.2f,%02.2f,%02.2f)\n", i, a.x, a.y, a.z); ++count; } debugPrintf("%d waypoints were found in scene.\n", count); } else if (arg == "walk") { debugPrintf("Listing walkboxes: \n"); // list walkboxes for (int i = 0; i < _vm->_scene->_set->_walkboxCount; ++i) { Set::Walkbox *walkbox = &_vm->_scene->_set->_walkboxes[i]; debugPrintf("%2d. Walkbox %s, vertices: %d\n", i, walkbox->name.c_str(), walkbox->vertexCount); } debugPrintf("%d walkboxes were found in scene.\n", _vm->_scene->_set->_walkboxCount); } else if (arg == "fog") { debugPrintf("Listing fogs: \n"); int count = 0; for (Fog *fog = _vm->_scene->_set->_effects->_fogs; fog != nullptr; fog = fog->_next) { debugPrintf("%2d. Fog %s\n", count, fog->_name.c_str()); ++count; } debugPrintf("%d fogs were found in scene.\n", count); } else if (arg == "lit") { debugPrintf("Listing lights: \n"); // list lights for (int i = 0; i < (int)_vm->_lights->_lights.size(); ++i) { Light *light = _vm->_lights->_lights[i]; debugPrintf("%2d. Light %s\n", i, light->_name.c_str()); } debugPrintf("%d lights were found in scene.\n", (int)_vm->_lights->_lights.size()); } else if (arg == "eff") { debugPrintf("Listing scene effects: \n"); // list scene effects for (uint i = 0; i < _vm->_screenEffects->_entries.size(); ++i) { ScreenEffects::Entry &entry = _vm->_screenEffects->_entries[i]; debugPrintf("%2d. Effect (h: %d, x: %d, y: %d, z: %d\n", i, (int)entry.height, (int)entry.x, (int)entry.y, (int)entry.z); } debugPrintf("%d scene effects were found in scene.\n", (int)_vm->_screenEffects->_entries.size()); } else { debugPrintf("Invalid item type was specified.\n"); } } if (invalidSyntax) { debugPrintf("Enables debug listing of actors, scene objects, items, waypoints, regions, lights, fogs and walk-boxes.\n"); debugPrintf("Usage 1: %s (act | obj | item | way | reg | eff | lit | fog | walk )\n", argv[0]); debugPrintf("Usage 2: %s act \n", argv[0]); } return true; } void Debugger::drawDebuggerOverlay() { updateTogglesForDbgDrawListInCurrentSetAndScene(); if (_viewActorsToggle || _specificActorsDrawn || _view3dObjectsToggle || _specific3dObjectsDrawn || _viewItemsToggle || _specificItemsDrawn ) { drawSceneObjects(); } if (_viewScreenEffects || _specificEffectsDrawn) drawScreenEffects(); if (_viewLights || _specificLightsDrawn) drawLights(); if (_viewFogs || _specificFogsDrawn) drawFogs(); if (_viewRegionsNormalToggle || _specificRegionNormalDrawn || _viewRegionsExitsToggle || _specificRegionExitsDrawn ) { drawRegions(); } if (_viewWaypointsNormalToggle || _specificWaypointNormalDrawn || _viewWaypointsFleeToggle || _specificWaypointFleeDrawn || _viewWaypointsCoverToggle || _specificWaypointCoverDrawn ) { drawWaypoints(); } if (_viewWalkboxes || _specificWalkboxesDrawn) drawWalkboxes(); } 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; switch (sceneObject->type) { default: // fallthrough intended case kSceneObjectTypeUnknown: break; case kSceneObjectTypeActor: if (_viewActorsToggle || (_specificActorsDrawn && findInDbgDrawList(debuggerObjTypeActor, sceneObject->id - kSceneObjectOffsetActors, -1, -1) != -1) ) { color = _vm->_surfaceFront.format.RGBToColor(255, 0, 0); drawBBox(a, b, _vm->_view, &_vm->_surfaceFront, color); Actor *actor = _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]; //const Common::Rect &screenRect = actor->getScreenRectangle(); //_vm->_surfaceFront.frameRect(screenRect, color); _vm->_surfaceFront.frameRect(sceneObject->screenRectangle, color); _vm->_mainFont->drawString(&_vm->_surfaceFront, _vm->_textActorNames->getText(actor->getId()), pos.x, pos.y, _vm->_surfaceFront.w, color); } break; case kSceneObjectTypeItem: if (_viewItemsToggle || (_specificItemsDrawn && findInDbgDrawList(debuggerObjTypeItem, sceneObject->id - kSceneObjectOffsetItems, -1, -1) != -1) ) { color = _vm->_surfaceFront.format.RGBToColor(0, 255, 0); drawBBox(a, b, _vm->_view, &_vm->_surfaceFront, color); Common::String itemText = Common::String::format("item %i", sceneObject->id - kSceneObjectOffsetItems); _vm->_surfaceFront.frameRect(sceneObject->screenRectangle, color); _vm->_mainFont->drawString(&_vm->_surfaceFront, itemText, pos.x, pos.y, _vm->_surfaceFront.w, color); } break; case kSceneObjectTypeObject: if (_view3dObjectsToggle || (_specific3dObjectsDrawn && findInDbgDrawList(debuggerObjType3dObject, sceneObject->id - kSceneObjectOffsetObjects, _vm->_scene->getSetId(), _vm->_scene->getSceneId()) != -1) ) { color = _vm->_surfaceFront.format.RGBToColor(127, 127, 127); if (sceneObject->isClickable) { color = _vm->_surfaceFront.format.RGBToColor(0, 255, 0); } drawBBox(a, b, _vm->_view, &_vm->_surfaceFront, color); _vm->_surfaceFront.frameRect(sceneObject->screenRectangle, color); _vm->_mainFont->drawString(&_vm->_surfaceFront, _vm->_scene->objectGetName(sceneObject->id - kSceneObjectOffsetObjects), pos.x, pos.y, _vm->_surfaceFront.w, color); } break; } } } } void Debugger::drawLights() { // draw lights for (int i = 0; i < (int)_vm->_lights->_lights.size(); ++i) { if (_viewLights || (_specificLightsDrawn && findInDbgDrawList(debuggerObjTypeLight, i, _vm->_scene->getSetId(), _vm->_scene->getSceneId()) != -1) ) { Light *light = _vm->_lights->_lights[i]; Matrix4x3 m = light->_matrix; m = invertMatrix(m); 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 color = _vm->_surfaceFront.format.RGBToColor(light->_color.r * 255.0f, light->_color.g * 255.0f, light->_color.b * 255.0f); 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->drawString(&_vm->_surfaceFront, light->_name, posOriginT.x, posOriginT.y, _vm->_surfaceFront.w, color); } } } void Debugger::drawFogs() { Fog *fog = _vm->_scene->_set->_effects->_fogs; for (int i = 0; fog != nullptr; ++i) { if (_viewFogs || (_specificFogsDrawn && findInDbgDrawList(debuggerObjTypeFog, i, _vm->_scene->getSetId(), _vm->_scene->getSceneId()) != -1) ) { // Matrix4x3 m = fog->_matrix; // m = invertMatrix(m); Matrix4x3 m = fog->_inverted; 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 color = _vm->_surfaceFront.format.RGBToColor(fog->_fogColor.r * 255.0f, fog->_fogColor.g * 255.0f, fog->_fogColor.b * 255.0f); drawBBox(posOrigin - size, posOrigin + size, _vm->_view, &_vm->_surfaceFront, color); Vector3 posOriginT = _vm->_view->calculateScreenPosition(posOrigin); Vector3 posTargetT = _vm->_view->calculateScreenPosition(posTarget); // TODO: draw line only for cone fogs, draw boxes or circles for the other types _vm->_surfaceFront.drawLine(posOriginT.x, posOriginT.y, posTargetT.x, posTargetT.y, color); _vm->_mainFont->drawString(&_vm->_surfaceFront, fog->_name, posOriginT.x, posOriginT.y, _vm->_surfaceFront.w, color); } fog = fog->_next; } } void Debugger::drawRegions() { if (_viewRegionsNormalToggle || _specificRegionNormalDrawn) { //draw regions for (int i = 0; i < 10; ++i) { Regions::Region *region = &_vm->_scene->_regions->_regions[i]; if (!region->present) continue; if (_viewRegionsNormalToggle || (_specificRegionNormalDrawn && findInDbgDrawList(debuggerObjTypeRegionNormal, i, _vm->_scene->getSetId(), _vm->_scene->getSceneId()) != -1) ) { _vm->_surfaceFront.frameRect(region->rectangle, _vm->_surfaceFront.format.RGBToColor(0, 0, 255)); } } } if (_viewRegionsExitsToggle || _specificRegionExitsDrawn) { //draw exits for (int i = 0; i < 10; ++i) { Regions::Region *region = &_vm->_scene->_exits->_regions[i]; if (!region->present) continue; if (_viewRegionsExitsToggle || (_specificRegionExitsDrawn && findInDbgDrawList(debuggerObjTypeRegionExit, i, _vm->_scene->getSetId(), _vm->_scene->getSceneId()) != -1) ) { _vm->_surfaceFront.frameRect(region->rectangle, _vm->_surfaceFront.format.RGBToColor(255, 255, 255)); } } } } void Debugger::drawWaypoints() { if (_viewWaypointsNormalToggle || _specificWaypointNormalDrawn) { //draw world waypoints for (int i = 0; i < _vm->_waypoints->_count; ++i) { Waypoints::Waypoint *waypoint = &_vm->_waypoints->_waypoints[i]; if (waypoint->setId != _vm->_scene->getSetId()) { continue; } if (_viewWaypointsNormalToggle || (_specificWaypointNormalDrawn && findInDbgDrawList(debuggerObjTypeWaypointNorm, i, -1, -1) != -1) ) { Vector3 pos = waypoint->position; Vector3 size = Vector3(3.0f, 3.0f, 3.0f); int color = _vm->_surfaceFront.format.RGBToColor(255, 255, 255); drawBBox(pos - size, pos + size, _vm->_view, &_vm->_surfaceFront, color); Vector3 spos = _vm->_view->calculateScreenPosition(pos); Common::String waypointText = Common::String::format("waypoint %i", i); _vm->_mainFont->drawString(&_vm->_surfaceFront, waypointText, spos.x, spos.y, _vm->_surfaceFront.w, color); } } } if (_viewWaypointsCoverToggle || _specificWaypointCoverDrawn) { //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; } if (_viewWaypointsCoverToggle || (_specificWaypointCoverDrawn && findInDbgDrawList(debuggerObjTypeWaypointCover, i, -1, -1) != -1) ) { Vector3 pos = cover->position; Vector3 size = Vector3(3.0f, 3.0f, 3.0f); int color = _vm->_surfaceFront.format.RGBToColor(255, 0, 255); drawBBox(pos - size, pos + size, _vm->_view, &_vm->_surfaceFront, color); Vector3 spos = _vm->_view->calculateScreenPosition(pos); Common::String coverText = Common::String::format("cover %i", i); _vm->_mainFont->drawString(&_vm->_surfaceFront, coverText, spos.x, spos.y, _vm->_surfaceFront.w, color); } } } if (_viewWaypointsFleeToggle || _specificWaypointFleeDrawn) { //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; } if (_viewWaypointsFleeToggle || (_specificWaypointFleeDrawn && findInDbgDrawList(debuggerObjTypeWaypoingFlee, i, -1, -1) != -1) ) { Vector3 pos = flee->position; Vector3 size = Vector3(3.0f, 3.0f, 3.0f); int color = _vm->_surfaceFront.format.RGBToColor(0, 255, 255); drawBBox(pos - size, pos + size, _vm->_view, &_vm->_surfaceFront, color); Vector3 spos = _vm->_view->calculateScreenPosition(pos); Common::String fleeText = Common::String::format("flee %i", i); _vm->_mainFont->drawString(&_vm->_surfaceFront, fleeText, spos.x, spos.y, _vm->_surfaceFront.w, color); } } } } void Debugger::drawWalkboxes() { //draw walkboxes for (int i = 0; i < _vm->_scene->_set->_walkboxCount; ++i) { if (_viewWalkboxes || (_specificWalkboxesDrawn && findInDbgDrawList(debuggerObjTypeWalkbox, i, _vm->_scene->getSetId(), _vm->_scene->getSceneId()) != -1) ) { 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, _vm->_surfaceFront.format.RGBToColor(255, 255, 0)); Vector3 pos = _vm->_view->calculateScreenPosition(0.5 * (walkbox->vertices[j] + walkbox->vertices[(j + 1) % walkbox->vertexCount])); _vm->_mainFont->drawString(&_vm->_surfaceFront, walkbox->name, pos.x, pos.y, _vm->_surfaceFront.w, _vm->_surfaceFront.format.RGBToColor(255, 255, 0)); } } } } void Debugger::drawScreenEffects() { //draw aesc for (uint i = 0; i < _vm->_screenEffects->_entries.size(); ++i) { if (_viewScreenEffects || (_specificEffectsDrawn && findInDbgDrawList(debuggerObjTypeEffect, i, _vm->_scene->getSetId(), _vm->_scene->getSceneId()) != -1) ) { ScreenEffects::Entry &entry = _vm->_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++]; // We need to convert from 5 bits per channel (r,g,b) to 8 bits int color = _vm->_surfaceFront.format.RGBToColor( Color::get8BitColorFrom5Bit(entry.palette[ec].r), Color::get8BitColorFrom5Bit(entry.palette[ec].g), Color::get8BitColorFrom5Bit(entry.palette[ec].b)); _vm->_surfaceFront.fillRect(r, color); } } } } } void Debugger::toggleObjectInDbgDrawList(DebuggerDrawnObject &drObj) { if (drObj.type == debuggerObjTypeUndefined || drObj.objId < 0) { return; } // Check if there already exists such object in the list: // if it exists then do a remove action // else do a push_back action (provided that size() < kMaxSpecificObjectsDrawnCount) int foundAt = findInDbgDrawList(drObj.type, drObj.objId, drObj.setId, drObj.sceneId); if (foundAt >= 0) { _specificDrawnObjectsList.remove_at(foundAt); } else { if (_specificDrawnObjectsList.size() < kMaxSpecificObjectsDrawnCount) { // TODO check if there actually is an object of such an ID in the current scene! _specificDrawnObjectsList.push_back(drObj); } else { debugPrintf("The specific drawn objects list is full. Try running a draw reset or explicitly removing objects from it\n"); } } } /** * drObjType can be a valid object type, or debuggerObjTypeUndefined as a wildcard for all object types * drObjId can be a valid object id or -1 as a wildcard * drObjSetId can be a valid Set id or -1 as a wildcard * drObjSceneId can be a valid Scene id or -1 as a wildcard * return the position in the list, if the specific drawn objects list contains the object of the specified type and id * and it belongs to the current set and scene, * or -1 otherwise */ int Debugger::findInDbgDrawList(DebuggerDrawnObjectType drObjType, int drObjId, int drObjSetId, int drObjSceneId) { if (_specificDrawnObjectsList.empty()) { return -1; } for (int i = 0; i < (int) _specificDrawnObjectsList.size(); ++i) { if ((drObjType == debuggerObjTypeUndefined || drObjType == _specificDrawnObjectsList[i].type) && (drObjId == -1 || drObjId == _specificDrawnObjectsList[i].objId) && (drObjSetId == -1 || _specificDrawnObjectsList[i].setId == -1 || drObjSetId == _specificDrawnObjectsList[i].setId) && (drObjSceneId == -1 || _specificDrawnObjectsList[i].sceneId == -1 || drObjSceneId == _specificDrawnObjectsList[i].sceneId) ) { // TODO for actors, 3d objects, items and waypoints it's probably preferable to ignore the sceneId (?) return i; } } return -1; } void Debugger::updateTogglesForDbgDrawListInCurrentSetAndScene() { _specificActorsDrawn = false; _specific3dObjectsDrawn = false; _specificItemsDrawn = false; _specificEffectsDrawn = false; _specificLightsDrawn = false; _specificFogsDrawn = false; _specificRegionNormalDrawn = false; _specificRegionExitsDrawn = false; _specificWaypointNormalDrawn = false; _specificWaypointFleeDrawn = false; _specificWaypointCoverDrawn = false; _specificWalkboxesDrawn = false; for (int i = 0; i < (int) _specificDrawnObjectsList.size(); ++i) { if ((_specificDrawnObjectsList[i].sceneId == -1 || _specificDrawnObjectsList[i].sceneId == _vm->_scene->getSceneId() ) && (_specificDrawnObjectsList[i].setId == -1 || _specificDrawnObjectsList[i].setId == _vm->_scene->getSetId()) ) { switch (_specificDrawnObjectsList[i].type) { case debuggerObjTypeActor: _specificActorsDrawn = true; break; case debuggerObjType3dObject: _specific3dObjectsDrawn = true; break; case debuggerObjTypeItem: _specificItemsDrawn = true; break; case debuggerObjTypeRegionNormal: _specificRegionNormalDrawn = true; break; case debuggerObjTypeRegionExit: _specificRegionExitsDrawn = true; break; case debuggerObjTypeWaypointNorm: _specificWaypointNormalDrawn = true; break; case debuggerObjTypeWaypoingFlee: _specificWaypointFleeDrawn = true; break; case debuggerObjTypeWaypointCover: _specificWaypointCoverDrawn = true; break; case debuggerObjTypeWalkbox: _specificWalkboxesDrawn = true; break; case debuggerObjTypeEffect: _specificEffectsDrawn = true; break; case debuggerObjTypeLight: _specificLightsDrawn = true; break; case debuggerObjTypeFog: _specificFogsDrawn = true; break; default: break; } } } _isDebuggerOverlay = _viewActorsToggle || _specificActorsDrawn || _view3dObjectsToggle || _specific3dObjectsDrawn || _viewItemsToggle || _specificItemsDrawn || _viewRegionsNormalToggle || _specificRegionNormalDrawn || _viewRegionsExitsToggle || _specificRegionExitsDrawn || _viewScreenEffects || _specificEffectsDrawn || _viewLights || _specificLightsDrawn || _viewFogs || _specificFogsDrawn || _viewWaypointsNormalToggle || _specificWaypointNormalDrawn || _viewWaypointsFleeToggle || _specificWaypointFleeDrawn || _viewWaypointsCoverToggle || _specificWaypointCoverDrawn || _viewWalkboxes || _specificWalkboxesDrawn || !_specificDrawnObjectsList.empty(); } } // End of namespace BladeRunner