quake4-sdk/source/game/Game_Debug.cpp

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2007-06-15 00:00:00 +00:00
//----------------------------------------------------------------
// Game_Debug.cpp
//
// Copyright 2002-2004 Raven Software
//----------------------------------------------------------------
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
rvGameDebug gameDebug;
/*
===============================================================================
rvGameDebug
===============================================================================
*/
/*
================
rvGameDebug::rvGameDebug
================
*/
rvGameDebug::rvGameDebug ( void ) {
}
/*
================
rvGameDebug::Init
================
*/
void rvGameDebug::Init ( void ) {
focusEntity = NULL;
overrideEntity = NULL;
currentHud = NULL;
memset ( &hud, 0, sizeof(hud) );
jumpIndex = -1;
jumpPoints.Clear ( );
}
/*
================
rvGameDebug::Shutdown
================
*/
void rvGameDebug::Shutdown ( void ) {
nonGameState.Clear ( );
gameStats.Clear ( );
currentHud = NULL;
focusEntity = NULL;
overrideEntity = NULL;
memset ( &hud, 0, sizeof(hud) );
}
/*
================
rvGameDebug::Think
================
*/
void rvGameDebug::BeginFrame ( void ) {
int hudIndex;
inFrame = true;
hudIndex = g_showDebugHud.GetInteger();
if ( hudIndex <= 0 ) {
focusEntity = NULL;
currentHud = NULL;
return;
}
// Update the current debug hud if the cvar has changed
if ( g_showDebugHud.IsModified() || !currentHud ) {
if ( hudIndex > DBGHUD_MAX ) {
g_showDebugHud.SetInteger( 0 );
focusEntity = NULL;
currentHud = NULL;
return;
}
g_showDebugHud.ClearModified( );
// If the debug hud hasnt been loaded yet then load it now
if ( !hud[hudIndex] ) {
hud[hudIndex] = uiManager->FindGui( va("guis/debug/hud%d.gui",hudIndex), true, true, true );
// If the hud wasnt found auto-generate one
if ( !hud[hudIndex] ) {
hud[hudIndex] = uiManager->Alloc();
}
}
// Cache the debug hud state.
currentHud = hud[hudIndex];
}
currentHud->ClearState ( );
// IF there is an override entity just use that, otherwise find one that
// is in front of the players crosshair
if ( overrideEntity ) {
focusEntity = overrideEntity;
overrideEntity = NULL;
} else {
idPlayer* player;
idVec3 start;
idVec3 end;
trace_t tr;
player = gameLocal.GetLocalPlayer ( );
start = player->GetEyePosition();
end = start + player->viewAngles.ToForward() * 4096.0f;
gameLocal.TracePoint( player, tr, start, end, MASK_SHOT_BOUNDINGBOX, player );
if ( tr.fraction < 1.0 && tr.c.entityNum != ENTITYNUM_WORLD ) {
focusEntity = static_cast<idEntity*>(gameLocal.entities[ tr.c.entityNum ]);
} else {
focusEntity = NULL;
}
}
// Automatically add some basic entity information
if ( focusEntity ) {
SetInt ( "entityNumber", focusEntity->entityNumber );
SetInt ( "entityHealth", focusEntity->health );
SetString ( "entityName", focusEntity->name );
SetString ( "entityClass", focusEntity->GetClassname ( ) );
}
// General map information
SetString ( "mapname", gameLocal.GetMapName ( ) );
SetString ( "version", cvarSystem->GetCVarString ( "si_version" ) );
if ( gameLocal.GetLocalPlayer() ) {
SetString ( "viewpos", gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin().ToString() );
}
}
/*
================
rvGameDebug::EndFrame
================
*/
void rvGameDebug::EndFrame ( void ) {
inFrame = false;
}
/*
================
rvGameDebug::DrawHud
================
*/
void rvGameDebug::DrawHud ( void ) {
if ( !currentHud ) {
return;
}
// The scratch hud displays key value pairs in a list so
// we need to push the keys into the list
if ( IsHudActive ( DBGHUD_SCRATCH ) ) {
int index;
idDict tempState;
tempState.Copy ( currentHud->State() );
currentHud->ClearState ( );
for ( index = 0; index < tempState.GetNumKeyVals(); index ++ ) {
const idKeyValue* kv;
kv = tempState.GetKeyVal ( index );
SetString ( va("scratchKey_item_%d", index ), kv->GetKey() );
SetString ( va("scratchValue_item_%d", index ), kv->GetValue() );
}
}
else {
int index;
for ( index = 0; index < nonGameState.GetNumKeyVals(); index ++ ) {
const idKeyValue* kv;
kv = nonGameState.GetKeyVal ( index );
currentHud->SetStateString ( kv->GetKey(), kv->GetValue() );
}
}
// Activate the hud to ensure lists get updated and redraw it
currentHud->StateChanged ( gameLocal.time );
currentHud->Redraw( gameLocal.time );
}
/*
================
rvGameDebug::AppendList
================
*/
void rvGameDebug::AppendList ( const char* listname, const char* value ) {
if ( !currentHud ) {
return;
}
int count;
char countName[1024];
char itemName[1024];
idStr::snPrintf ( countName, 1023, "%sCount", listname );
count = GetInt ( countName );
idStr::snPrintf ( itemName, 1023, "%s_item_%d", listname, count );
SetString ( va("%s_item_%d", listname, count ), value );
SetInt ( countName, count + 1 );
}
/*
================
rvGameDebug::Set
================
*/
void rvGameDebug::SetInt ( const char* key, int value ) {
if ( inFrame ) {
if ( currentHud ) {
currentHud->SetStateInt( key, value );
}
} else {
nonGameState.SetInt ( key, value );
}
}
void rvGameDebug::SetFloat ( const char* key, float value ) {
if ( inFrame ) {
if ( currentHud ) {
currentHud->SetStateFloat( key, value );
}
} else {
nonGameState.SetFloat ( key, value );
}
}
void rvGameDebug::SetString ( const char* key, const char* value ) {
if ( inFrame ) {
if ( currentHud ) {
currentHud->SetStateString( key, value );
}
} else {
nonGameState.Set ( key, value );
}
}
/*
================
rvGameDebug::Get
================
*/
int rvGameDebug::GetInt ( const char* key ) {
return currentHud ? currentHud->State().GetInt ( key ) : 0;
}
float rvGameDebug::GetFloat ( const char* key ) {
return currentHud ? currentHud->State().GetFloat ( key ) : 0.0f;
}
const char* rvGameDebug::GetString ( const char* key ) {
return currentHud ? currentHud->State().GetString ( key ) : "";
}
/*
================
rvGameDebug::SetStat
================
*/
void rvGameDebug::SetStatInt ( const char* key, int value ) {
gameStats.SetInt ( key, value );
}
void rvGameDebug::SetStatFloat ( const char* key, float value ) {
gameStats.SetFloat ( key, value );
}
void rvGameDebug::SetStatString ( const char* key, const char* value ) {
gameStats.Set ( key, value );
}
/*
================
rvGameDebug::GetStat
================
*/
int rvGameDebug::GetStatInt ( const char* key ) {
return gameStats.GetInt ( key );
}
float rvGameDebug::GetStatFloat ( const char* key ) {
return gameStats.GetFloat ( key );
}
const char* rvGameDebug::GetStatString ( const char* key ) {
return gameStats.GetString ( key );
}
/*
================
rvGameDebug::JumpAdd
================
*/
void rvGameDebug::JumpAdd ( const char* name, const idVec3& origin, const idAngles& angles ) {
debugJumpPoint_t jump;
jump.name = name;
jump.origin = origin;
jump.angles = angles;
jumpPoints.Append ( jump );
}
/*
================
rvGameDebug::JumpTo
================
*/
void rvGameDebug::JumpTo ( const char* name ) {
int index;
for ( index = 0; index < jumpPoints.Num(); index ++ ) {
if ( !jumpPoints[index].name.Icmp ( name ) ) {
JumpTo ( index );
return;
}
}
}
/*
================
rvGameDebug::JumpTo
================
*/
void rvGameDebug::JumpTo ( int jumpIndex ) {
if ( jumpIndex >= jumpPoints.Num() ) {
return;
}
jumpIndex = jumpIndex;
idPlayer* player = gameLocal.GetLocalPlayer();
if( player ) {
player->Teleport( jumpPoints[jumpIndex].origin, jumpPoints[jumpIndex].angles, NULL );
}
}
/*
================
rvGameDebug::JumpNext
================
*/
void rvGameDebug::JumpNext ( void ) {
if ( !jumpPoints.Num() ) {
return;
}
JumpTo ( ( jumpIndex + 1 ) % jumpPoints.Num() );
}
/*
================
rvGameDebug::JumpPrev
================
*/
void rvGameDebug::JumpPrev ( void ) {
if ( !jumpPoints.Num() ) {
return;
}
JumpTo ( ( jumpIndex + jumpPoints.Num() - 1 ) % jumpPoints.Num() );
}