1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "ags/engine/ac/global_debug.h"
24 #include "ags/shared/ac/common.h"
25 #include "ags/shared/ac/character_info.h"
26 #include "ags/engine/ac/draw.h"
27 #include "ags/engine/ac/game.h"
28 #include "ags/engine/ac/game_setup.h"
29 #include "ags/shared/ac/game_setup_struct.h"
30 #include "ags/engine/ac/game_state.h"
31 #include "ags/engine/ac/global_character.h"
32 #include "ags/engine/ac/global_display.h"
33 #include "ags/engine/ac/global_room.h"
34 #include "ags/engine/ac/move_list.h"
35 #include "ags/engine/ac/properties.h"
36 #include "ags/engine/ac/sys_events.h"
37 #include "ags/engine/ac/translation.h"
38 #include "ags/engine/ac/walkable_area.h"
39 #include "ags/engine/gfx/gfxfilter.h"
40 #include "ags/engine/gui/gui_dialog.h"
41 #include "ags/shared/script/cc_options.h"
42 #include "ags/engine/debugging/debug_log.h"
43 #include "ags/engine/debugging/debugger.h"
44 #include "ags/engine/main/main.h"
45 #include "ags/shared/ac/sprite_cache.h"
46 #include "ags/shared/gfx/bitmap.h"
47 #include "ags/engine/gfx/graphics_driver.h"
48 #include "ags/engine/main/graphics_mode.h"
49
50 namespace AGS3 {
51
52 using namespace AGS::Shared;
53 using namespace AGS::Engine;
54
GetRuntimeInfo()55 String GetRuntimeInfo() {
56 DisplayMode mode = _G(gfxDriver)->GetDisplayMode();
57 Rect render_frame = _G(gfxDriver)->GetRenderDestination();
58 PGfxFilter filter = _G(gfxDriver)->GetGraphicsFilter();
59 String runtimeInfo = String::FromFormat(
60 "Adventure Game Studio run-time engine[ACI version %s"
61 "[Game resolution %d x %d (%d-bit)"
62 "[Running %d x %d at %d-bit%s%s[GFX: %s; %s[Draw frame %d x %d["
63 "Sprite cache size: %d KB (limit %d KB; %d locked)",
64 _G(EngineVersion).LongString.GetCStr(), _GP(game).GetGameRes().Width, _GP(game).GetGameRes().Height, _GP(game).GetColorDepth(),
65 mode.Width, mode.Height, mode.ColorDepth, (_G(convert_16bit_bgr)) ? " BGR" : "",
66 mode.Windowed ? " W" : "",
67 _G(gfxDriver)->GetDriverName(), filter->GetInfo().Name.GetCStr(),
68 render_frame.GetWidth(), render_frame.GetHeight(),
69 _GP(spriteset).GetCacheSize() / 1024, _GP(spriteset).GetMaxCacheSize() / 1024, _GP(spriteset).GetLockedSize() / 1024);
70 if (_GP(play).separate_music_lib)
71 runtimeInfo.Append("[AUDIO.VOX enabled");
72 if (_GP(play).want_speech >= 1)
73 runtimeInfo.Append("[SPEECH.VOX enabled");
74 if (get_translation_tree().size() > 0) {
75 runtimeInfo.Append("[Using translation ");
76 runtimeInfo.Append(get_translation_name());
77 }
78
79 return runtimeInfo;
80 }
81
script_debug(int cmdd,int dataa)82 void script_debug(int cmdd, int dataa) {
83 if (_GP(play).debug_mode == 0) return;
84 int rr;
85 if (cmdd == 0) {
86 for (rr = 1; rr < _GP(game).numinvitems; rr++)
87 _G(playerchar)->inv[rr] = 1;
88 update_invorder();
89 // Display("invorder decided there are %d items[display %d",_GP(play).inv_numorder,_GP(play).inv_numdisp);
90 } else if (cmdd == 1) {
91 String toDisplay = GetRuntimeInfo();
92 Display(toDisplay.GetCStr());
93 // Display("shftR: %d shftG: %d shftB: %d", _G(_rgb_r_shift_16), _G(_rgb_g_shift_16), _G(_rgb_b_shift_16));
94 // Display("Remaining memory: %d kb",_go32_dpmi_remaining_virtual_memory()/1024);
95 //Display("Play char bcd: %d",->GetColorDepth(_GP(spriteset)[_G(views)[_G(playerchar)->view].frames[_G(playerchar)->loop][_G(playerchar)->frame].pic]));
96 } else if (cmdd == 2) { // show walkable areas from here
97 // TODO: support multiple viewports?!
98 const int viewport_index = 0;
99 const int camera_index = 0;
100 Bitmap *tempw = BitmapHelper::CreateBitmap(_GP(thisroom).WalkAreaMask->GetWidth(), _GP(thisroom).WalkAreaMask->GetHeight());
101 tempw->Blit(prepare_walkable_areas(-1), 0, 0, 0, 0, tempw->GetWidth(), tempw->GetHeight());
102 const Rect &viewport = _GP(play).GetRoomViewport(viewport_index)->GetRect();
103 const Rect &camera = _GP(play).GetRoomCamera(camera_index)->GetRect();
104 Bitmap *view_bmp = BitmapHelper::CreateBitmap(viewport.GetWidth(), viewport.GetHeight());
105 Rect mask_src = Rect(camera.Left / _GP(thisroom).MaskResolution, camera.Top / _GP(thisroom).MaskResolution, camera.Right / _GP(thisroom).MaskResolution, camera.Bottom / _GP(thisroom).MaskResolution);
106 view_bmp->StretchBlt(tempw, mask_src, RectWH(0, 0, viewport.GetWidth(), viewport.GetHeight()), Shared::kBitmap_Transparency);
107
108 IDriverDependantBitmap *ddb = _G(gfxDriver)->CreateDDBFromBitmap(view_bmp, false, true);
109 render_graphics(ddb, viewport.Left, viewport.Top);
110
111 delete tempw;
112 delete view_bmp;
113 _G(gfxDriver)->DestroyDDB(ddb);
114 ags_wait_until_keypress();
115 invalidate_screen();
116 } else if (cmdd == 3) {
117 int goToRoom = -1;
118 if (_GP(game).roomCount == 0) {
119 char inroomtex[80];
120 sprintf(inroomtex, "!Enter new room: (in room %d)", _G(displayed_room));
121 setup_for_dialog();
122 goToRoom = enternumberwindow(inroomtex);
123 restore_after_dialog();
124 } else {
125 setup_for_dialog();
126 goToRoom = roomSelectorWindow(_G(displayed_room), _GP(game).roomCount, _GP(game).roomNumbers, _GP(game).roomNames);
127 restore_after_dialog();
128 }
129 if (goToRoom >= 0)
130 NewRoom(goToRoom);
131 } else if (cmdd == 4) {
132 if (_G(display_fps) != kFPS_Forced)
133 _G(display_fps) = (FPSDisplayMode)dataa;
134 } else if (cmdd == 5) {
135 if (dataa == 0) dataa = _GP(game).playercharacter;
136 if (_GP(game).chars[dataa].walking < 1) {
137 Display("Not currently moving.");
138 return;
139 }
140 Bitmap *tempw = BitmapHelper::CreateTransparentBitmap(_GP(thisroom).WalkAreaMask->GetWidth(), _GP(thisroom).WalkAreaMask->GetHeight());
141 int mlsnum = _GP(game).chars[dataa].walking;
142 if (_GP(game).chars[dataa].walking >= TURNING_AROUND)
143 mlsnum %= TURNING_AROUND;
144 MoveList *cmls = &_G(mls)[mlsnum];
145 for (int i = 0; i < cmls->numstage - 1; i++) {
146 short srcx = short((cmls->pos[i] >> 16) & 0x00ffff);
147 short srcy = short(cmls->pos[i] & 0x00ffff);
148 short targetx = short((cmls->pos[i + 1] >> 16) & 0x00ffff);
149 short targety = short(cmls->pos[i + 1] & 0x00ffff);
150 tempw->DrawLine(Line(srcx, srcy, targetx, targety), MakeColor(i + 1));
151 }
152
153 // TODO: support multiple viewports?!
154 const int viewport_index = 0;
155 const int camera_index = 0;
156 const Rect &viewport = _GP(play).GetRoomViewport(viewport_index)->GetRect();
157 const Rect &camera = _GP(play).GetRoomCamera(camera_index)->GetRect();
158 Bitmap *view_bmp = BitmapHelper::CreateBitmap(viewport.GetWidth(), viewport.GetHeight());
159 Rect mask_src = Rect(camera.Left / _GP(thisroom).MaskResolution, camera.Top / _GP(thisroom).MaskResolution, camera.Right / _GP(thisroom).MaskResolution, camera.Bottom / _GP(thisroom).MaskResolution);
160 view_bmp->StretchBlt(tempw, mask_src, RectWH(0, 0, viewport.GetWidth(), viewport.GetHeight()), Shared::kBitmap_Transparency);
161
162 IDriverDependantBitmap *ddb = _G(gfxDriver)->CreateDDBFromBitmap(view_bmp, false, true);
163 render_graphics(ddb, viewport.Left, viewport.Top);
164
165 delete tempw;
166 delete view_bmp;
167 _G(gfxDriver)->DestroyDDB(ddb);
168 ags_wait_until_keypress();
169 } else if (cmdd == 99)
170 ccSetOption(SCOPT_DEBUGRUN, dataa);
171 else quit("!Debug: unknown command code");
172 }
173
174 } // namespace AGS3
175