Render debug info in tactical

Functionality for rendering pathfinding and cover values in tactical was behind defunct #ifdefs.
It's now compiled always, but only enabled if cheat level is BEDUG_CHEAT_LEVEL.
Unified rendering the debug info into one function, instead of several nearly identical ones.
Ctrl + Shift + Z cycles through the different debug modes.

Now it should be fairly easy to add more info modes like these two in the future.
This commit is contained in:
Asdow
2024-02-21 23:24:14 +02:00
parent ab2c5fc10d
commit de91c7a9fd
9 changed files with 301 additions and 322 deletions
+51 -2
View File
@@ -87,7 +87,7 @@
#include "SaveLoadScreen.h"
#include "Map Screen Interface.h" // added by Flugente for SquadNames
#include "Keys.h" // added by silversurfer for door handling from the side
#include "Cheats.h"
#include "AIInternals.h"
extern BOOLEAN gubWorldTileInLight[MAX_ALLOWED_WORLD_MAX];
extern BOOLEAN gubIsCorpseThere[MAX_ALLOWED_WORLD_MAX];
@@ -386,7 +386,7 @@ BOOLEAN gfDisplayTimerCursor = FALSE;
UINT32 guiTimerCursorID = 0;
UINT32 guiTimerLastUpdate = 0;
UINT32 guiTimerCursorDelay = 0;
UINT8 gRenderDebugInfoMode = DEBUG_OFF;
CHAR16 gzLocation[ 20 ];
BOOLEAN gfLocation = FALSE;
@@ -518,6 +518,54 @@ void GetMercOknoDirection( UINT8 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp
}
//----------------------------------------------------------------------------------
void HandleRenderDebugInfoModes()
{
if (DEBUG_CHEAT_LEVEL())
{
switch (gRenderDebugInfoMode)
{
case DEBUG_PATHFINDING:
// Nothing to do here, pathfinding info is filled in the pathing functions.
break;
case DEBUG_THREATVALUE:
break;
case DEBUG_COVERVALUE:
// Calculate cover values for pSoldier under cursor, or for currently selected merc, if nobody is under the cursor.
if (gTacticalStatus.Team[OUR_TEAM].bTeamActive)
{
static SOLDIERTYPE* previousSoldier = nullptr;
static INT32 previousLocation = NOWHERE;
static UINT8 previousStance = 0;
UINT16 usSoldierIndex = NOBODY;
UINT32 uiMercFlags;
FindSoldierFromMouse(&usSoldierIndex, &uiMercFlags);
if (usSoldierIndex == NOBODY)
{
usSoldierIndex = gusSelectedSoldier;
}
if (usSoldierIndex != NOBODY)
{
// Get Soldier
INT32 iPercentBetter;
SOLDIERTYPE* pSoldier;
GetSoldier(&pSoldier, usSoldierIndex);
if (previousSoldier != pSoldier || previousLocation != pSoldier->sGridNo || previousStance != gAnimControl[pSoldier->usAnimState].ubEndHeight)
{
FindBestNearbyCover(pSoldier, pSoldier->aiData.bAIMorale, &iPercentBetter);
previousSoldier = pSoldier;
previousLocation = pSoldier->sGridNo;
previousStance = gAnimControl[pSoldier->usAnimState].ubEndHeight;
}
}
}
break;
default: // off
break;
}
}
}
void PreventFromTheFreezingBug(SOLDIERTYPE* pSoldier)
{
@@ -691,6 +739,7 @@ UINT32 HandleTacticalUI( void )
}
}
HandleRenderDebugInfoModes();
// Check if current event has changed and clear event if so, to prepare it for execution
// Clearing it does things like set first time flag, param variables, etc
if ( uiNewEvent != guiOldEvent )
+3 -1
View File
@@ -296,6 +296,8 @@ extern BOOLEAN gfUIForceReExamineCursorData;
extern INT16 guiCreateGuyIndex;
extern INT16 guiCreateBadGuyIndex;
extern UINT8 gRenderDebugInfoMode;
// WANNE: Calculate the APs to turn around
INT16 APsToTurnAround(SOLDIERTYPE *pSoldier, INT32 sAdjustedGridNo);
@@ -382,4 +384,4 @@ void GetGridNoScreenXY( INT32 sGridNo, INT16 *pScreenX, INT16 *pScreenY );
//Legion by Jazz
void GetMercOknoDirection( UINT8 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp );
#endif
#endif
+34 -101
View File
@@ -25,7 +25,7 @@
#include "english.h"
#include "worlddef.h"
#include "worldman.h"
// #include "renderworld.h"
#include "renderworld.h"
#include "pathai.h"
#include "Points.h"
#include "ai.h"
@@ -41,7 +41,7 @@
#include "Rotting Corpses.h"
#include "Meanwhile.h"
#include "connect.h"
#include <Cheats.h>
#include "LOS.h" //ddd
//forward declarations of common classes to eliminate includes
@@ -66,19 +66,8 @@ extern BOOLEAN InGasSpot(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel);
// skiplist has extra level of pointers every 4 elements, so a level 5is optimized for
// 4 to the power of 5 elements, or 2 to the power of 10, 1024
//#define PATHAI_VISIBLE_DEBUG
//#define PATHAI_SKIPLIST_DEBUG
#ifdef PATHAI_VISIBLE_DEBUG
#include "video.h"
//extern INT16 gsCoverValue[WORLD_MAX];
extern INT16 * gsCoverValue;
BOOLEAN gfDisplayCoverValues = TRUE;
BOOLEAN gfDrawPathPoints = TRUE;
#endif
BOOLEAN gfPlotPathToExitGrid = FALSE;
BOOLEAN gfRecalculatingExistingPathCost = FALSE;
UINT8 gubGlobalPathFlags = 0;
@@ -623,15 +612,12 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s ,
}
#if defined( PATHAI_VISIBLE_DEBUG )
if (gfDisplayCoverValues && gfDrawPathPoints)
if (gRenderDebugInfoMode == DEBUG_PATHFINDING && DEBUG_CHEAT_LEVEL())
{
memset( gsCoverValue, 0x7F, sizeof( INT16 ) * WORLD_MAX );
ResetDebugInfoValues();
gRenderDebugInfoValues[ StartNode ] = 0;
PATHAI_VISIBLE_DEBUG_Counter = 1;
}
gsCoverValue[ StartNode ] = 0;
PATHAI_VISIBLE_DEBUG_Counter = 1;
#endif
//init other private data, mostly flags
endDir = lastDir = direction = startDir = 0;
@@ -796,12 +782,10 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s ,
return 0;
}
#if defined( PATHAI_VISIBLE_DEBUG )
if (gfDisplayCoverValues && gfDrawPathPoints)
if (gRenderDebugInfoMode == DEBUG_PATHFINDING && DEBUG_CHEAT_LEVEL())
{
SetRenderFlags( RENDER_FLAG_FULL );
}
#endif
// Count the number of steps, but keep it less than the max path length.
// Adjust the parent until it begins at the tail end of the max path length (or the dest if reachable)
@@ -884,12 +868,10 @@ int AStarPathfinder::GetPath(SOLDIERTYPE *s ,
sizePath = giPathDataSize;
}
#if defined( PATHAI_VISIBLE_DEBUG )
if (gfDisplayCoverValues && gfDrawPathPoints)
if (gRenderDebugInfoMode == DEBUG_PATHFINDING && DEBUG_CHEAT_LEVEL())
{
SetRenderFlags( RENDER_FLAG_FULL );
}
#endif
#ifdef COUNT_PATHS
guiSuccessfulPathChecks++;
@@ -1001,15 +983,13 @@ void AStarPathfinder::ExecuteAStarLogic()
SetAStarStatus(ParentNode, AStar_Closed);
//ClosedList.push_back(ParentNode);
#if defined( PATHAI_VISIBLE_DEBUG )
if (gfDisplayCoverValues && gfDrawPathPoints)
if (gRenderDebugInfoMode == DEBUG_PATHFINDING && DEBUG_CHEAT_LEVEL())
{
if (gsCoverValue[ ParentNode ] > 0)
if (gRenderDebugInfoValues[ParentNode] > 0)
{
gsCoverValue[ ParentNode ] *= -1;
gRenderDebugInfoValues[ParentNode] *= -1;
}
}
#endif
// Shouldn't G and AP be the same thing?
INT16 baseGCost = GetAStarG(ParentNode);
@@ -1092,7 +1072,7 @@ void AStarPathfinder::ExecuteAStarLogic()
gpWorldLevelData[ CurrentNode ].ubExtFlags[0] |= MAPELEMENT_EXT_CLIMBPOINT;
gpWorldLevelData[ ParentNode ].ubExtFlags[1] |= MAPELEMENT_EXT_CLIMBPOINT;
#ifdef ROOF_DEBUG
gsCoverValue[CurrentNode] = 1;
gRenderDebugInfoValues[CurrentNode] = 1;
#endif
}
@@ -1190,26 +1170,13 @@ void AStarPathfinder::ExecuteAStarLogic()
int AStarH = CalcH();
int AStarF = (AStarG + extraGCoverCost) + AStarH;
#if defined( PATHAI_VISIBLE_DEBUG )
if (gfDisplayCoverValues && gfDrawPathPoints)
if (gRenderDebugInfoMode == DEBUG_PATHFINDING && DEBUG_CHEAT_LEVEL())
{
if (gsCoverValue[CurrentNode] == 0x7F7F)
if (gRenderDebugInfoValues[CurrentNode] == 0x7FFFFFFF)
{
//gsCoverValue[CurrentNode] = PATHAI_VISIBLE_DEBUG_Counter++;
gsCoverValue[CurrentNode] = (INT16) AStarF;
gRenderDebugInfoValues[CurrentNode] = (INT16) AStarF;
}
/*
else if (gsCoverValue[CurrentNodeIndex] >= 0)
{
gsCoverValue[CurrentNodeIndex]++;
}
else
{
gsCoverValue[CurrentNodeIndex]--;
}
*/
}
#endif
//insert this node onto the heap
if (GetAStarStatus(CurrentNode) == AStar_Init)
@@ -2260,9 +2227,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT32 sDestination, INT8 bLevel, INT16 usMov
CHAR8 zTempString[1000], zTS[50];
#endif
#ifdef PATHAI_VISIBLE_DEBUG
UINT16 usCounter = 0;
#endif
fVehicle = FALSE;
iOriginationX = iOriginationY = 0;
@@ -2512,12 +2477,10 @@ if(!GridNoOnVisibleWorldTile(iDestination))
memset( pathQ, 0, iMaxPathQ * sizeof( path_t ) );
memset( trailTree, 0, iMaxTrailTree * sizeof( trail_t ) );
#if defined( PATHAI_VISIBLE_DEBUG )
if (gfDisplayCoverValues && gfDrawPathPoints)
if (gRenderDebugInfoMode == DEBUG_PATHFINDING && DEBUG_CHEAT_LEVEL())
{
memset( gsCoverValue, 0x7F, sizeof( INT16 ) * WORLD_MAX );
ResetDebugInfoValues();
}
#endif
bSkipListLevel = 1;
iSkipListSize = 0;
@@ -2629,15 +2592,13 @@ if(!GridNoOnVisibleWorldTile(iDestination))
// remember the cost used to get here...
prevCost = gubWorldMovementCosts[ trailTree[ sCurPathNdx ].sGridNo ][ trailTree[ sCurPathNdx ].stepDir ][ bLevel ];
#if defined( PATHAI_VISIBLE_DEBUG )
if (gfDisplayCoverValues && gfDrawPathPoints)
if (gRenderDebugInfoMode == DEBUG_PATHFINDING && DEBUG_CHEAT_LEVEL())
{
if (gsCoverValue[ curLoc ] > 0)
if (gRenderDebugInfoValues[ curLoc ] > 0)
{
gsCoverValue[ curLoc ] *= -1;
gRenderDebugInfoValues[ curLoc ] *= -1;
}
}
#endif
/*
if (fTurnSlow)
@@ -3563,27 +3524,13 @@ if(!GridNoOnVisibleWorldTile(iDestination))
// costs less than the best so far to the same location?
if (trailCostUsed[newLoc] != gubGlobalPathCount || newTotCost < trailCost[newLoc])
{
#if defined( PATHAI_VISIBLE_DEBUG )
if (gfDisplayCoverValues && gfDrawPathPoints)
{
if (gsCoverValue[newLoc] == 0x7F7F)
if (gRenderDebugInfoMode == DEBUG_PATHFINDING && DEBUG_CHEAT_LEVEL())
{
if (gRenderDebugInfoValues[newLoc] == 0x7FFFFFFF)
{
gsCoverValue[newLoc] = usCounter++;
gRenderDebugInfoValues[newLoc] = usCounter++;
}
/*
else if (gsCoverValue[newLoc] >= 0)
{
gsCoverValue[newLoc]++;
}
else
{
gsCoverValue[newLoc]--;
}
*/
}
#endif
}
//NEWQUENODE;
{
@@ -3826,20 +3773,13 @@ ENDOFLOOP:
while (pathQNotEmpty && pathNotYetFound);
#if defined( PATHAI_VISIBLE_DEBUG )
if (gfDisplayCoverValues && gfDrawPathPoints)
if (gRenderDebugInfoMode == DEBUG_PATHFINDING && DEBUG_CHEAT_LEVEL())
{
if ( guiCurrentScreen == GAME_SCREEN )
{
SetRenderFlags( RENDER_FLAG_FULL );
if ( guiCurrentScreen == GAME_SCREEN )
{
RenderWorld();
RenderCoverDebug( );
InvalidateScreen( );
EndFrameBufferRender();
RefreshScreen( NULL );
}
InvalidateRegion(gsVIEWPORT_START_X, gsVIEWPORT_START_Y, gsVIEWPORT_END_X, gsVIEWPORT_WINDOW_END_Y);
}
#endif
}
// work finished. Did we find a path?
@@ -3894,17 +3834,10 @@ ENDOFLOOP:
}
#if defined( PATHAI_VISIBLE_DEBUG )
if (gfDisplayCoverValues && gfDrawPathPoints)
{
SetRenderFlags( RENDER_FLAG_FULL );
RenderWorld();
RenderCoverDebug( );
InvalidateScreen( );
EndFrameBufferRender();
RefreshScreen( NULL );
}
#endif
if (gRenderDebugInfoMode == DEBUG_PATHFINDING && DEBUG_CHEAT_LEVEL())
{
InvalidateRegion(gsVIEWPORT_START_X, gsVIEWPORT_START_Y, gsVIEWPORT_END_X, gsVIEWPORT_WINDOW_END_Y);
}
// return path length : serves as a "successful" flag and a path length counter
+25
View File
@@ -1700,6 +1700,24 @@ void ItemCreationCallBack( UINT8 ubResult )
memset(gszMsgBoxInputString,0,sizeof(gszMsgBoxInputString));
}
static void CycleThroughTileDebugInfo()
{
const STR16 modeStrings[] =
{
L"Pathfinding",
L"Threat values",
L"Cover values",
L"Off",
};
gRenderDebugInfoMode += 1;
if (gRenderDebugInfoMode > DEBUG_OFF)
{
gRenderDebugInfoMode = 0;
}
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, modeStrings[gRenderDebugInfoMode]);
}
extern BOOLEAN gfDisableRegionActive;
extern BOOLEAN gfUserTurnRegionActive;
@@ -4763,6 +4781,13 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
break;
case 'Z':
if (fCtrl)
{
if (DEBUG_CHEAT_LEVEL())
{
CycleThroughTileDebugInfo();
}
}
break;
}
+17 -46
View File
@@ -15,10 +15,7 @@
#include "Render Fun.h"
#include "Boxing.h"
#include "Text.h"
#ifdef _DEBUG
#include "renderworld.h"
#include "video.h"
#endif
#include "renderworld.h"
#include "worldman.h"
#include "strategicmap.h"
#include "environment.h"
@@ -27,6 +24,7 @@
#include "GameSettings.h"
#include "Soldier Profile.h"
#include "rotting corpses.h" // sevenfm
#include <Cheats.h>
////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -34,17 +32,7 @@
// were changed to GetAPsCrouch() and GetAPsProne()
// - also all "APBPConstants[AP_PICKUP_ITEM]" were replaced by GetBasicAPsToPickupItem()
////////////////////////////////////////////////////////////////////////////////////////////////////////
INT16 * gsCoverValue = NULL;
#ifdef _DEBUG
INT16 gsBestCover;
#ifndef PATHAI_VISIBLE_DEBUG
// NB Change this to true to get visible cover debug -- CJC
BOOLEAN gfDisplayCoverValues = FALSE;
#endif
extern void RenderCoverDebug( void );
#endif
INT16 gsBestCover;
INT16 gubAIPathCosts[19][19];
@@ -693,6 +681,11 @@ static void CalculateCoverValue(SOLDIERTYPE* pSoldier, const INT32 sGridNo, cons
INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentBetter, INT32 targetGridNo)
{
if (gRenderDebugInfoMode == DEBUG_COVERVALUE && DEBUG_CHEAT_LEVEL())
{
ResetDebugInfoValues();
}
DebugMsg(TOPIC_JA2AI,DBG_LEVEL_3,String("FindBestNearbyCover"));
// all 32-bit integers for max. speed
@@ -761,12 +754,6 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
iBestCoverValue = -1;
#if defined( _DEBUG ) && defined( COVER_DEBUG )
if (gfDisplayCoverValues)
{
memset( gsCoverValue, 0x7F, sizeof( INT16 ) * WORLD_MAX );
}
#endif
//NameMessage(pSoldier,"looking for some cover...");
@@ -850,6 +837,11 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
// cover we are searching for must be better than what we have now!
CalculateCoverValue(pSoldier, targetGridNo, 0, iMyThreatValue, uiThreatCnt, ubDiff, fNight, ubBackgroundLightPercent, morale, iCurrentCoverValue, iCurrentScale);
if (gRenderDebugInfoMode == DEBUG_COVERVALUE && DEBUG_CHEAT_LEVEL())
{
gRenderDebugInfoValues[targetGridNo] = (INT32)(iCurrentCoverValue / 100);
}
#ifdef DEBUGCOVER
// AINumMessage("Search Range = ",iSearchRange);
#endif
@@ -1057,12 +1049,10 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
}
#endif
#if defined( _DEBUG ) && defined( COVER_DEBUG )
if (gfDisplayCoverValues)
if (gRenderDebugInfoMode == DEBUG_COVERVALUE && DEBUG_CHEAT_LEVEL())
{
gsCoverValue[sGridNo] = (INT16) (iCoverValue / 100);
gRenderDebugInfoValues[sGridNo] = (INT32) (iCoverValue / 100);
}
#endif
// if this is better than the best place found so far
@@ -1099,34 +1089,15 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
gubNPCAPBudget = 0;
gubNPCDistLimit = 0;
#if defined( _DEBUG ) && !defined( PATHAI_VISIBLE_DEBUG )
if (gfDisplayCoverValues)
if (gRenderDebugInfoMode == DEBUG_COVERVALUE && DEBUG_CHEAT_LEVEL())
{
// do a locate?
LocateSoldier( pSoldier->ubID, SETLOCATORFAST );
gsBestCover = sBestCover;
SetRenderFlags( RENDER_FLAG_FULL );
RenderWorld();
RenderCoverDebug( );
InvalidateScreen( );
EndFrameBufferRender();
RefreshScreen( NULL );
/*
iLoop = GetJA2Clock();
do
{
} while( ( GetJA2Clock( ) - iLoop ) < 2000 );
*/
InvalidateRegion(gsVIEWPORT_START_X, gsVIEWPORT_START_Y, gsVIEWPORT_END_X, gsVIEWPORT_WINDOW_END_Y);
}
#endif
// if a better cover location was found
if (!TileIsOutOfBounds(sBestCover))
{
#if defined( _DEBUG ) && !defined( PATHAI_VISIBLE_DEBUG )
gsBestCover = sBestCover;
#endif
// cover values already take the AP cost of getting there into account in
// a BIG way, so no need to worry about that here, even small improvements
// are actually very significant once we get our APs back (if we live!)
-4
View File
@@ -12,10 +12,6 @@
extern INT16 gubAIPathCosts[19][19];
#define AI_PATHCOST_RADIUS 9
extern BOOLEAN gfDisplayCoverValues;
//extern INT16 gsCoverValue[WORLD_MAX];
extern INT16 * gsCoverValue;
// AI actions
enum CreatureCalls
+153 -160
View File
@@ -23,6 +23,7 @@
#include "LogicalBodyTypes/BodyTypeDB.h"
#include "Utilities.h"
#include <Cheats.h>
UINT32 guiShieldGraphic = 0;
BOOLEAN fShieldGraphicInit = FALSE;
@@ -552,22 +553,25 @@ void ResetRenderParameters( );
void RenderRoomInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS );
#ifdef _DEBUG
//extern UINT8 gubFOVDebugInfoInfo[ WORLD_MAX ];
//extern UINT8 gubGridNoMarkers[ WORLD_MAX ];
extern UINT8 * gubFOVDebugInfoInfo;
extern UINT8 * gubGridNoMarkers;
extern UINT8 gubGridNoValue;
extern BOOLEAN gfDisplayCoverValues;
extern BOOLEAN gfDisplayGridNoVisibleValues = 0;
//extern INT16 gsCoverValue[ WORLD_MAX ];
extern INT16 * gsCoverValue;
extern INT16 gsBestCover;
void RenderFOVDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS );
void RenderCoverDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS );
void RenderGridNoVisibleDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS );
#endif
//extern UINT8 * gubFOVDebugInfoInfo;
//extern UINT8 * gubGridNoMarkers;
//extern UINT8 gubGridNoValue;
//extern BOOLEAN gfDisplayGridNoVisibleValues = 0;
//void RenderFOVDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS );
//void RenderGridNoVisibleDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS );
extern INT16 gsBestCover;
INT32* gRenderDebugInfoValues = nullptr;
void RenderDebugInfo(INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS);
void ResetDebugInfoValues()
{
if (gRenderDebugInfoValues)
{
for (size_t i = 0; i < WORLD_MAX; i++)
{
gRenderDebugInfoValues[i] = 0x7FFFFFFF;
}
}
}
void DeleteFromWorld( UINT16 usTileIndex, UINT32 uiRenderTiles, UINT16 usIndex );
@@ -3363,23 +3367,10 @@ UINT32 cnt = 0;
RenderRoomInfo( gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS );
}
#ifdef _DEBUG
if( gRenderFlags&RENDER_FLAG_FOVDEBUG )
if (DEBUG_CHEAT_LEVEL() && gTacticalStatus.Team[OUR_TEAM].bTeamActive)
{
RenderFOVDebugInfo( gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS );
RenderDebugInfo(gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS);
}
else if (gfDisplayCoverValues)
{
RenderCoverDebugInfo( gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS );
}
else if (gfDisplayGridNoVisibleValues)
{
RenderGridNoVisibleDebugInfo( gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS );
}
#endif
//#endif
//RenderStaticWorldRect( gsVIEWPORT_START_X, gsVIEWPORT_START_Y, gsVIEWPORT_END_X, gsVIEWPORT_END_Y );
//AddBaseDirtyRect(gsVIEWPORT_START_X, gsVIEWPORT_START_Y, gsVIEWPORT_END_X, gsVIEWPORT_END_Y );
@@ -8105,7 +8096,6 @@ void RenderRoomInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPoi
#ifdef _DEBUG
void RenderFOVDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS )
{
INT8 bXOddFlag = 0;
@@ -8215,114 +8205,7 @@ void RenderFOVDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStar
}
void RenderCoverDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS )
{
INT8 bXOddFlag = 0;
INT16 sAnchorPosX_M, sAnchorPosY_M;
INT16 sAnchorPosX_S, sAnchorPosY_S;
INT16 sTempPosX_M, sTempPosY_M;
INT16 sTempPosX_S, sTempPosY_S;
BOOLEAN fEndRenderRow = FALSE, fEndRenderCol = FALSE;
UINT16 usTileIndex;
INT16 sX, sY;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
// Begin Render Loop
sAnchorPosX_M = sStartPointX_M;
sAnchorPosY_M = sStartPointY_M;
sAnchorPosX_S = sStartPointX_S;
sAnchorPosY_S = sStartPointY_S;
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
do
{
fEndRenderRow = FALSE;
sTempPosX_M = sAnchorPosX_M;
sTempPosY_M = sAnchorPosY_M;
sTempPosX_S = sAnchorPosX_S;
sTempPosY_S = sAnchorPosY_S;
if(bXOddFlag > 0)
sTempPosX_S += 20;
do
{
usTileIndex=FASTMAPROWCOLTOPOS( sTempPosY_M, sTempPosX_M );
if ( usTileIndex < GRIDSIZE )
{
sX = sTempPosX_S + ( WORLD_TILE_X / 2 ) - 5;
sY = sTempPosY_S + ( WORLD_TILE_Y / 2 ) - 5;
// Adjust for interface level
sY -= gpWorldLevelData[ usTileIndex ].sHeight;
sY += gsRenderHeight;
if (gsCoverValue[ usTileIndex] != 0x7F7F)
{
SetFont( SMALLCOMPFONT );
SetFontDestBuffer( FRAME_BUFFER , 0, 0, SCREEN_WIDTH, gsVIEWPORT_END_Y, FALSE );
if (usTileIndex == gsBestCover)
{
SetFontForeground( FONT_MCOLOR_RED );
}
else if (gsCoverValue[ usTileIndex ] < 0)
{
SetFontForeground( FONT_MCOLOR_WHITE );
}
else
{
SetFontForeground( FONT_GRAY3 );
}
mprintf_buffer( pDestBuf, uiDestPitchBYTES, TINYFONT1, sX, sY , L"%d", gsCoverValue[ usTileIndex ] );
SetFontDestBuffer( FRAME_BUFFER , 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
}
sTempPosX_S += 40;
sTempPosX_M ++;
sTempPosY_M --;
if ( sTempPosX_S >= sEndXS )
{
fEndRenderRow = TRUE;
}
} while( !fEndRenderRow );
if ( bXOddFlag > 0 )
{
sAnchorPosY_M ++;
}
else
{
sAnchorPosX_M ++;
}
bXOddFlag = !bXOddFlag;
sAnchorPosY_S += 10;
if ( sAnchorPosY_S >= sEndYS )
{
fEndRenderCol = TRUE;
}
}
while( !fEndRenderCol );
UnLockVideoSurface( FRAME_BUFFER );
}
// This one just renders tile gridnos. Not much use nowadays
void RenderGridNoVisibleDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS )
{
INT8 bXOddFlag = 0;
@@ -8423,11 +8306,139 @@ void RenderGridNoVisibleDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, I
UnLockVideoSurface( FRAME_BUFFER );
}
#endif
void RenderDebugInfo(INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS)
{
INT8 bXOddFlag = 0;
INT16 sTempPosX_M, sTempPosY_M;
INT16 sTempPosX_S, sTempPosY_S;
BOOLEAN fEndRenderRow = FALSE, fEndRenderCol = FALSE;
// Begin Render Loop
INT16 sAnchorPosX_M = sStartPointX_M;
INT16 sAnchorPosY_M = sStartPointY_M;
INT16 sAnchorPosX_S = sStartPointX_S;
INT16 sAnchorPosY_S = sStartPointY_S;
UINT32 uiDestPitchBYTES;
UINT8* pDestBuf = LockVideoSurface(FRAME_BUFFER, &uiDestPitchBYTES);
const auto mode = gRenderDebugInfoMode;
do
{
fEndRenderRow = FALSE;
sTempPosX_M = sAnchorPosX_M;
sTempPosY_M = sAnchorPosY_M;
sTempPosX_S = sAnchorPosX_S;
sTempPosY_S = sAnchorPosY_S;
if (bXOddFlag > 0)
sTempPosX_S += 20;
do
{
UINT16 usTileIndex = FASTMAPROWCOLTOPOS(sTempPosY_M, sTempPosX_M);
if (usTileIndex < GRIDSIZE)
{
INT16 sX = sTempPosX_S + (WORLD_TILE_X / 2) - 5;
INT16 sY = sTempPosY_S + (WORLD_TILE_Y / 2) - 5;
// Adjust for interface level
sY -= gpWorldLevelData[usTileIndex].sHeight;
sY += gsRenderHeight;
if (gRenderDebugInfoValues[usTileIndex] != 0x7FFFFFFF)
{
SetFont(SMALLCOMPFONT);
SetFontDestBuffer(FRAME_BUFFER, 0, 0, SCREEN_WIDTH, gsVIEWPORT_END_Y, FALSE);
////////////////////////////
// Debug mode specific setup
switch (mode)
{
case DEBUG_PATHFINDING:
if (gRenderDebugInfoValues[usTileIndex] < 0)
{
SetFontForeground(FONT_LTRED);
}
else
{
SetFontForeground(FONT_LTGREEN);
}
break;
case DEBUG_THREATVALUE:
//TODO implement
goto exit_loop;
break;
case DEBUG_COVERVALUE:
if (usTileIndex == gsBestCover)
{
SetFontForeground(FONT_YELLOW);
}
else if (gRenderDebugInfoValues[usTileIndex] < 0)
{
SetFontForeground(FONT_LTRED);
}
else
{
SetFontForeground(FONT_LTGREEN);
}
break;
default:
goto exit_loop;
break;
}
////////////////////////////
mprintf_buffer(pDestBuf, uiDestPitchBYTES, TINYFONT1, sX, sY, L"%d", gRenderDebugInfoValues[usTileIndex]);
SetFontDestBuffer(FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE);
}
}
sTempPosX_S += 40;
sTempPosX_M++;
sTempPosY_M--;
if (sTempPosX_S >= sEndXS)
{
fEndRenderRow = TRUE;
}
} while (!fEndRenderRow);
if (bXOddFlag > 0)
{
sAnchorPosY_M++;
}
else
{
sAnchorPosX_M++;
}
bXOddFlag = !bXOddFlag;
sAnchorPosY_S += 10;
if (sAnchorPosY_S >= sEndYS)
{
fEndRenderCol = TRUE;
}
} while (!fEndRenderCol);
exit_loop:
UnLockVideoSurface(FRAME_BUFFER);
}
void ExamineZBufferRect( INT16 sLeft, INT16 sTop, INT16 sRight, INT16 sBottom)
{
CalcRenderParameters( sLeft, sTop, sRight, sBottom );
@@ -9088,21 +9099,3 @@ void SetRenderCenter( INT16 sNewX, INT16 sNewY )
gfScrollInertia = FALSE;
}
#ifdef _DEBUG
void RenderFOVDebug( )
{
RenderFOVDebugInfo( gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS );
}
void RenderCoverDebug( )
{
RenderCoverDebugInfo( gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS );
}
void RenderGridNoVisibleDebug( )
{
RenderGridNoVisibleDebugInfo( gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS );
}
#endif
+11 -1
View File
@@ -216,6 +216,16 @@ void SetRenderCenter( INT16 sNewX, INT16 sNewY );
#ifdef _DEBUG
void RenderFOVDebug( );
#endif
enum RenderDebugInfoModes
{
DEBUG_PATHFINDING,
DEBUG_THREATVALUE,
DEBUG_COVERVALUE,
DEBUG_OFF
};
void ResetDebugInfoValues();
extern INT32* gRenderDebugInfoValues;
BOOLEAN Zero8BPPDataTo16BPPBufferTransparent( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex );
BOOLEAN Blt8BPPDataTo16BPPBufferTransZIncClipZSameZBurnsThrough( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, INT16 sZStripIndex );
@@ -227,4 +237,4 @@ BOOLEAN Blt8BPPDataTo16BPPBufferTransZIncObscureClip(UINT16 *pBuffer, UINT32 uiD
BOOLEAN Blt8BPPDataTo16BPPBufferTransZTransShadowIncObscureClip(UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, INT16 sZIndex, UINT16 *p16BPPPalette, BOOLEAN fIgnoreShadows = FALSE);
BOOLEAN Blt8BPPDataTo16BPPBufferTransZTransShadowIncObscureClipAlpha(UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, HVOBJECT hAlphaVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, INT16 sZIndex, UINT16 *p16BPPPalette, BOOLEAN fIgnoreShadows = FALSE);
#endif
#endif
+7 -7
View File
@@ -49,6 +49,7 @@
#include "Button Defines.h"
#include "Animation Data.h"
#endif
#include <Cheats.h>
#define SET_MOVEMENTCOST( a, b, c, d ) ( ( gubWorldMovementCosts[ a ][ b ][ c ] < d ) ? ( gubWorldMovementCosts[ a ][ b ][ c ] = d ) : 0 );
@@ -84,7 +85,6 @@ extern UINT8 *gubFOVDebugInfoInfo;
extern INT16 gsFullTileDirections[MAX_FULLTILE_DIRECTIONS];
extern INT32 dirDelta[8];
extern INT16 DirIncrementer[8];
extern INT16 *gsCoverValue;
extern INT32 gsTempActionGridNo;
extern INT32 gsOverItemsGridNo;
extern INT32 gsOutOfRangeGridNo;
@@ -320,8 +320,6 @@ void DeinitializeWorld()
TrashWorld();
if(gubGridNoMarkers)
MemFree(gubGridNoMarkers);
if(gsCoverValue)
MemFree(gsCoverValue);
if(gubBuildingInfo)
MemFree(gubBuildingInfo);
if(gusWorldRoomInfo)
@@ -4313,10 +4311,12 @@ void SetWorldSize(INT32 nWorldRows, INT32 nWorldCols)
gubGridNoMarkers = (UINT8*)MemAlloc(WORLD_MAX);
memset(gubGridNoMarkers, 0, sizeof(UINT8)*WORLD_MAX);
if(gsCoverValue)
MemFree(gsCoverValue);
gsCoverValue = (INT16*)MemAlloc(sizeof(INT16)*WORLD_MAX);
memset(gsCoverValue, 0x7F, sizeof(INT16)*WORLD_MAX);
if (DEBUG_CHEAT_LEVEL())
{
MemFree(gRenderDebugInfoValues);
gRenderDebugInfoValues = (INT32*)MemAlloc(sizeof(INT32) * WORLD_MAX);
ResetDebugInfoValues();
}
// Init building structures and variables
if(gubBuildingInfo)