scummvm/scumm/debugger.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001-2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm.h"
#include "sound.h"
#include "actor.h"
#include "debugger.h"
#include "common/util.h"
// The new debugger doesn't actually have the guts for text console coded yet ;)
#define USE_CONSOLE
// Choose between text console or ScummConsole
#ifdef USE_CONSOLE
#include "gui/console.h"
#define Debug_Printf _s->_debuggerDialog->printf
#else
#define Debug_Printf printf
#endif
extern uint16 _debugLevel;
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ScummDebugger::ScummDebugger() {
_s = 0;
_frame_countdown = 0;
_dvar_count = 0;
_dcmd_count = 0;
_detach_now = false;
}
// Initialisation Functions
void ScummDebugger::attach(Scumm *s, char *entry) {
if (_s)
detach();
if (entry)
errStr = strdup(entry);
_s = s;
s->_debugger = this;
_frame_countdown = 1;
_detach_now = false;
if (_dvar_count < 1) { // We need to register our variables
DVar_Register("debug_countdown", &_frame_countdown, DVAR_INT, 0);
DVar_Register("scumm_speed", &_s->_fastMode, DVAR_INT, 0);
DVar_Register("scumm_room", &_s->_currentRoom, DVAR_INT, 0);
DVar_Register("scumm_roomresource", &_s->_roomResource, DVAR_INT, 0);
DVar_Register("scumm_vars", &_s->_vars, DVAR_INTARRAY, _s->_numVariables);
DVar_Register("scumm_gamename", &_s->_game_name, DVAR_STRING, 0);
DVar_Register("scumm_exename", &_s->_exe_name, DVAR_STRING, 0);
DVar_Register("scumm_gameid", &_s->_gameId, DVAR_INT, 0);
}
if (_dcmd_count < 1) { // We need to register our commands
DCmd_Register("continue", &ScummDebugger::Cmd_Exit);
DCmd_Register("exit", &ScummDebugger::Cmd_Exit);
DCmd_Register("quit", &ScummDebugger::Cmd_Exit);
DCmd_Register("restart", &ScummDebugger::Cmd_Restart);
DCmd_Register("actor", &ScummDebugger::Cmd_Actor);
DCmd_Register("actors", &ScummDebugger::Cmd_PrintActor);
DCmd_Register("box", &ScummDebugger::Cmd_PrintBox);
DCmd_Register("room", &ScummDebugger::Cmd_Room);
DCmd_Register("objects", &ScummDebugger::Cmd_PrintObjects);
DCmd_Register("object", &ScummDebugger::Cmd_Object);
DCmd_Register("script", &ScummDebugger::Cmd_Script);
DCmd_Register("scripts", &ScummDebugger::Cmd_PrintScript);
DCmd_Register("loadgame", &ScummDebugger::Cmd_LoadGame);
DCmd_Register("savegame", &ScummDebugger::Cmd_SaveGame);
DCmd_Register("level", &ScummDebugger::Cmd_DebugLevel);
DCmd_Register("help", &ScummDebugger::Cmd_Help);
DCmd_Register("show", &ScummDebugger::Cmd_Show);
DCmd_Register("hide", &ScummDebugger::Cmd_Hide);
}
}
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void ScummDebugger::detach() {
#ifdef USE_CONSOLE
if (_s->_debuggerDialog)
_s->_debuggerDialog->setInputeCallback(0, 0);
#endif
_s->_debugger = NULL;
_s = NULL;
_detach_now = false;
}
// Temporary execution handler
void ScummDebugger::on_frame() {
if (_frame_countdown == 0)
return;
--_frame_countdown;
if (!_frame_countdown) {
// Pause sound output
bool old_soundsPaused = _s->_sound->_soundsPaused;
_s->_sound->pauseSounds(true);
// Enter debugger
enter();
_s->_sound->pauseSounds(old_soundsPaused); // Resume previous sound state
if (_detach_now) // Detach if we're finished with the debugger
detach();
}
}
// Console handler
#ifdef USE_CONSOLE
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bool ScummDebugger::debuggerInputCallback(ConsoleDialog *console, const char *input, void *refCon) {
ScummDebugger *debugger = (ScummDebugger *)refCon;
return debugger->RunCommand((char*)input);
}
#endif
///////////////////////////////////////////////////
// Now the fun stuff:
// Command/Variable registration functions
void ScummDebugger::DVar_Register(const char *varname, void *pointer, int type, int optional) {
assert(_dvar_count < (int)sizeof(_dvars));
strcpy(_dvars[_dvar_count].name, varname);
_dvars[_dvar_count].type = type;
_dvars[_dvar_count].variable = pointer;
_dvars[_dvar_count].optional = optional;
_dvar_count++;
}
void ScummDebugger::DCmd_Register(const char *cmdname, DebugProc pointer) {
assert(_dcmd_count < (int)sizeof(_dcmds));
strcpy(_dcmds[_dcmd_count].name, cmdname);
_dcmds[_dcmd_count].function = pointer;
_dcmd_count++;
}
// Main Debugger Loop
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void ScummDebugger::enter() {
#ifdef USE_CONSOLE
if (!_s->_debuggerDialog) {
_s->_debuggerDialog = new ConsoleDialog(_s->_newgui, _s->_realWidth);
Debug_Printf("Debugger started, type 'exit' to return to the game\n");
}
if (errStr) {
Debug_Printf("ERROR: %s\n\n", errStr);
free(errStr);
errStr = NULL;
}
_s->_debuggerDialog->setInputeCallback(debuggerInputCallback, this);
_s->_debuggerDialog->runModal();
#else
printf("Debugger entered, please switch to this console for input.\n");
// while(1) {
// ;
// }
#endif
}
// Command execution loop
bool ScummDebugger::RunCommand(char *input) {
int i = 0, num_params = 0;
const char *param[256];
// Parse out any params
char *tok = strtok(input, " ");
if (tok) {
do {
param[num_params++] = tok;
} while ((tok = strtok(NULL, " ")) != NULL);
} else {
param[num_params++] = input;
}
for(i=0; i < _dcmd_count; i++) {
if (!strcmp(_dcmds[i].name, param[0])) {
return (this->*_dcmds[i].function)(num_params, param);
}
}
// It's not a command, so things get a little tricky for variables. Do fuzzy matching to ignore things like subscripts.
for(i = 0; i < _dvar_count; i++) {
if (!strncmp(_dvars[i].name, param[0], strlen(_dvars[i].name))) {
if (num_params > 1) {
// Alright, we need to check the TYPE of the variable to deref and stuff... the array stuff is a bit ugly :)
switch(_dvars[i].type) {
// Integer
case DVAR_INT:
*(int *)_dvars[i].variable = atoi(param[1]);
Debug_Printf("(int)%s = %d\n", param[0], *(int *)_dvars[i].variable);
break;
// Integer Array
case DVAR_INTARRAY: {
char *chr = strchr(param[0], '[');
if (!chr) {
Debug_Printf("You must access this array as %s[element]\n", param[0]);
} else {
int element = atoi(chr+1);
int16 *var = *(int16 **)_dvars[i].variable;
if (element > _dvars[i].optional) {
Debug_Printf("%s is out of range (array is %d elements big)\n", param[0], _dvars[i].optional);
} else {
var[element] = atoi(param[1]);
Debug_Printf("(int)%s = %d\n", param[0], var[element]);
}
}
}
break;
default:
Debug_Printf("Failed to set variable %s to %s - unknown type\n", _dvars[i].name, param[1]);
break;
}
} else {
// And again, type-dependent prints/defrefs. The array one is still ugly.
switch(_dvars[i].type) {
// Integer
case DVAR_INT:
Debug_Printf("(int)%s = %d\n", param[0], *(int *)_dvars[i].variable);
break;
// Integer array
case DVAR_INTARRAY: {
char *chr = strchr(param[0], '[');
if (!chr) {
Debug_Printf("You must access this array as %s[element]\n", param[0]);
} else {
int element = atoi(chr+1);
int16 *var = *(int16 **)_dvars[i].variable;
if (element > _dvars[i].optional) {
Debug_Printf("%s is out of range (array is %d elements big)\n", param[0], _dvars[i].optional);
} else {
Debug_Printf("(int)%s = %d\n", param[0], var[element]);
}
}
}
break;
// String
case DVAR_STRING:
Debug_Printf("(string)%s = %s\n", param[0], *(char **)_dvars[i].variable);
break;
default:
Debug_Printf("%s = (unknown type)\n", param[0]);
break;
}
}
return true;
}
}
Debug_Printf("Unknown command or variable\n");
return true;
}
// Commands
bool ScummDebugger::Cmd_Exit(int argc, const char **argv) {
_detach_now = true;
return false;
}
bool ScummDebugger::Cmd_Restart(int argc, const char **argv) {
// Reset some stuff
_s->_currentRoom = 0;
_s->_currentScript = 0xFF;
_s->killAllScriptsExceptCurrent();
_s->setShake(0);
_s->_sound->stopAllSounds();
// Reinit things
_s->allocateArrays(); // Reallocate arrays
_s->readIndexFile(); // Reread index (reset objectstate etc)
_s->createResource(rtTemp, 6, 500); // Create temp buffer
_s->initScummVars(); // Reinit scumm variables
_s->_sound->setupSound(); // Reinit sound engine
// Re-run bootscript
_s->runScript(1, 0, 0, &_s->_bootParam);
_detach_now = true;
return false;
}
bool ScummDebugger::Cmd_Room(int argc, const char **argv) {
if (argc > 1) {
int room = atoi(argv[1]);
_s->_actors[_s->_vars[_s->VAR_EGO]].room = room;
_s->startScene(room, 0, 0);
_s->_fullRedraw = 1;
return false;
} else {
Debug_Printf("Current room: %d [%d] - use 'room <roomnum>' to switch\n", _s->_currentRoom, _s->_roomResource);
return true;
}
}
bool ScummDebugger::Cmd_LoadGame(int argc, const char **argv) {
if (argc > 1) {
int slot = atoi(argv[1]);
_s->_saveLoadSlot = slot;
_s->_saveLoadFlag = 2;
_s->_saveLoadCompatible = false;
_detach_now = true;
return false;
}
Debug_Printf("Syntax: loadgame <slotnum>\n");
return true;
}
bool ScummDebugger::Cmd_SaveGame(int argc, const char **argv) {
if (argc > 2) {
int slot = atoi(argv[1]);
strcpy(_s->_saveLoadName, argv[2]);
_s->_saveLoadSlot = slot;
_s->_saveLoadFlag = 1;
_s->_saveLoadCompatible = false;
} else
Debug_Printf("Syntax: savegame <slotnum> <name>\n");
return true;
}
bool ScummDebugger::Cmd_Show(int argc, const char **argv) {
if (argc != 2) {
Debug_Printf("Syntax: show <parameter>\n");
return true;
}
if (!strcmp(argv[1], "hex")) {
_s->_hexdumpScripts = true;
Debug_Printf("Script hex dumping on\n");
} else if (!strncmp(argv[1], "sta", 3)) {
_s->_showStack = 1;
Debug_Printf("Stack tracing on\n");
} else {
Debug_Printf("Unknown show parameter '%s'\n", argv[1]);
}
return true;
}
bool ScummDebugger::Cmd_Hide(int argc, const char **argv) {
if (argc != 2) {
Debug_Printf("Syntax: hide <parameter>\n");
return true;
}
if (!strcmp(argv[1], "hex")) {
_s->_hexdumpScripts = false;
Debug_Printf("Script hex dumping off\n");
} else if (!strncmp(argv[1], "sta", 3)) {
_s->_showStack = 0;
Debug_Printf("Stack tracing off\n");
} else {
Debug_Printf("Unknown hide parameter '%s'\n", argv[1]);
}
return true;
}
bool ScummDebugger::Cmd_Script(int argc, const char** argv) {
int scriptnum;
if (argc < 2) {
Debug_Printf("Syntax: script <scriptnum> <command>\n");
return true;
}
scriptnum = atoi(argv[1]);
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// FIXME: what is the max range on these?
// if (scriptnum >= _s->_maxScripts) {
// Debug_Printf("Script number %d is out of range (range: 1 - %d)\n", scriptnum, _s->_maxScripts);
// return true;
//}
if ((!strcmp(argv[2], "kill")) || (!strcmp(argv[2], "stop"))) {
_s->stopScriptNr(scriptnum);
} else {
Debug_Printf("Unknown script command '%s'\n", argv[2]);
}
return true;
}
bool ScummDebugger::Cmd_PrintScript(int argc, const char **argv) {
int i;
ScriptSlot *ss;
Debug_Printf("+-----------------------------+\n");
Debug_Printf("|# |num|sta|typ|un1|un2|fc|cut|\n");
Debug_Printf("+--+---+---+---+---+--+---+---+\n");
for (i=0; i < 25; i++) {
ss = &(_s->vm.slot[i]);
if (ss->number) {
Debug_Printf("|%2d|%3d|%3d|%3d|%3d|%3d|%2d|%3d|\n",
i, ss->number, ss->status, ss->where, ss->unk1, ss->unk2,
ss->freezeCount, ss->cutsceneOverride);
}
}
Debug_Printf("+-----------------------------+\n");
return true;
}
bool ScummDebugger::Cmd_Actor(int argc, const char **argv) {
Actor *a;
int actnum;
int value;
if (argc < 3) {
Debug_Printf("Syntax: actor <actornum> <command> <parameter>\n");
return true;
}
actnum = atoi(argv[1]);
if (actnum >= _s->NUM_ACTORS) {
Debug_Printf("Actor %d is out of range (range: 1 - %d)\n", actnum, _s->NUM_ACTORS);
return true;
}
a = &_s->_actors[actnum];
if (!strcmp(argv[2], "ignoreboxes")) {
a->ignoreBoxes = atoi(argv[3]);
Debug_Printf("Actor[%d].ignoreBoxes = %d\n", actnum, a->ignoreBoxes);
} else if (!strcmp(argv[2], "costume")) {
value = atoi(argv[3]);
if (value >= _s->res.num[rtCostume])
Debug_Printf("Costume not changed as %d exceeds max of %d\n", value, _s->res.num[rtCostume]);
else {
a->setActorCostume( value );
Debug_Printf("Actor[%d].costume = %d\n", actnum, a->costume);
}
} else {
Debug_Printf("Unknown actor command '%s'\n", argv[2]);
}
return true;
}
bool ScummDebugger::Cmd_PrintActor(int argc, const char **argv) {
int i;
Actor *a;
Debug_Printf("+--------------------------------------------------------------------+\n");
Debug_Printf("|# |room| x | y |elev|cos|width|box|mov| zp|frame|scale|spd|dir|cls|\n");
Debug_Printf("+--+----+----+----+----+---+-----+---+---+---+-----+-----+---+---+---+\n");
for (i = 1; i < _s->NUM_ACTORS; i++) {
a = &_s->_actors[i];
if (a->visible)
Debug_Printf("|%2d|%4d|%4d|%4d|%4d|%3d|%5d|%3d|%3d|%3d|%5d|%5d|%3d|%3d|$%02x|\n",
a->number, a->room, a->x, a->y, a->elevation, a->costume,
a->width, a->walkbox, a->moving, a->forceClip, a->frame,
a->scalex, a->speedx, a->facing, int(_s->_classData[a->number]&0xFF));
}
Debug_Printf("+--------------------------------------------------------------------+\n");
return true;
}
bool ScummDebugger::Cmd_PrintObjects(int argc, const char **argv) {
int i;
ObjectData *o;
Debug_Printf("Objects in current room\n");
Debug_Printf("+---------------------------------+\n");
Debug_Printf("|num | x | y |width|height|state|\n");
Debug_Printf("+----+----+----+-----+------+-----+\n");
for (i = 1; (i < _s->_numLocalObjects) && (_s->_objs[i].obj_nr != 0) ; i++) {
o = &(_s->_objs[i]);
Debug_Printf("|%4d|%4d|%4d|%5d|%6d|%5d|\n",
o->obj_nr, o->x_pos, o->y_pos, o->width, o->height, o->state);
}
Debug_Printf("\n");
return true;
}
bool ScummDebugger::Cmd_Object(int argc, const char **argv) {
int i;
int obj;
if (argc < 3) {
Debug_Printf("Syntax: object <objectnum> <command> <parameter>\n");
return true;
}
obj = atoi(argv[1]);
if (obj >= _s->_numGlobalObjects) {
Debug_Printf("Object %d is out of range (range: 1 - %d)\n", obj, _s->_numGlobalObjects);
return true;
}
if (!strcmp(argv[2], "pickup")) {
for (i = 1; i < _s->_maxInventoryItems; i++) {
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if (_s->_inventory[i] == (uint16)obj) {
_s->putOwner(obj, _s->_vars[_s->VAR_EGO]);
_s->runHook(obj);
return true;
}
}
if (argc == 3)
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_s->addObjectToInventory(obj, _s->_currentRoom);
else
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_s->addObjectToInventory(obj, atoi(argv[3]));
_s->putOwner(obj, _s->_vars[_s->VAR_EGO]);
_s->putClass(obj, 32, 1);
_s->putState(obj, 1);
_s->removeObjectFromRoom(obj);
_s->clearDrawObjectQueue();
_s->runHook(obj);
} else {
Debug_Printf("Unknown object command '%s'\n", argv[2]);
}
return true;
}
bool ScummDebugger::Cmd_Help(int argc, const char **argv) {
// console normally has 39 line width
// wrap around nicely
int width = 0, size, i;
Debug_Printf("Commands are:\n");
for (i = 0 ; i < _dcmd_count ; i++) {
size = strlen(_dcmds[i].name) + 1;
if ((width + size) >= 39) {
Debug_Printf("\n");
width = size;
} else
width += size;
Debug_Printf("%s ", _dcmds[i].name);
}
width = 0;
Debug_Printf("\n\nVariables are:\n");
for (i = 0 ; i < _dvar_count ; i++) {
size = strlen(_dvars[i].name) + 1;
if ((width + size) >= 39) {
Debug_Printf("\n");
width = size;
} else
width += size;
Debug_Printf("%s ", _dvars[i].name);
}
Debug_Printf("\n");
return true;
}
bool ScummDebugger::Cmd_DebugLevel(int argc, const char **argv) {
if (argc == 1) {
if (_s->_debugMode == false)
Debug_Printf("Debugging is not enabled at this time\n");
else
Debug_Printf("Debugging is currently set at level %d\n", _debugLevel);
} else { // set level
int level = atoi(argv[1]);
_debugLevel = level;
if (level > 0) {
_s->_debugMode = true;
Debug_Printf("Debug level set to level %d\n", level);
} else if (level == 0) {
_s->_debugMode = false;
Debug_Printf("Debugging is now disabled\n");
} else
Debug_Printf("Not a valid debug level\n");
}
return true;
}
bool ScummDebugger::Cmd_PrintBox(int argc, const char **argv) {
int num, i = 0;
num = _s->getNumBoxes();
/*
byte *boxm = _s->getBoxMatrixBaseAddr();
Debug_Printf("Walk matrix:\n");
for (i = 0; i < num; i++) {
while (*boxm != 0xFF) {
Debug_Printf("[%d] ", *boxm);
boxm++;
}
boxm++;
Debug_Printf("\n");
}
*/
Debug_Printf("\nWalk boxes:\n");
for (i = 0; i < num; i++)
printBox(i);
return true;
}
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void ScummDebugger::printBox(int box) {
BoxCoords coords;
int flags = _s->getBoxFlags(box);
int mask = _s->getMaskFromBox(box);
int scale = _s->getBoxScale(box);
_s->getBoxCoordinates(box, &coords);
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// Print out coords, flags, zbuffer mask
Debug_Printf("%d: [%d x %d] [%d x %d] [%d x %d] [%d x %d], flags=0x%02x, mask=%d, scale=%d\n",
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box,
coords.ul.x, coords.ul.y, coords.ll.x, coords.ll.y,
coords.ur.x, coords.ur.y, coords.lr.x, coords.lr.y,
flags, mask, scale);
}