/* 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 3 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, see . * */ #include "common/config-manager.h" #include "graphics/renderer.h" #include "engines/grim/debugger.h" #include "engines/grim/md5check.h" #include "engines/grim/grim.h" namespace Grim { Debugger::Debugger() : GUI::Debugger() { registerCmd("check_gamedata", WRAP_METHOD(Debugger, cmd_checkFiles)); registerCmd("lua_do", WRAP_METHOD(Debugger, cmd_lua_do)); registerCmd("jump", WRAP_METHOD(Debugger, cmd_jump)); registerCmd("set_renderer", WRAP_METHOD(Debugger, cmd_set_renderer)); registerCmd("save", WRAP_METHOD(Debugger, cmd_save)); registerCmd("load", WRAP_METHOD(Debugger, cmd_load)); } Debugger::~Debugger() { } bool Debugger::cmd_checkFiles(int argc, const char **argv) { if (MD5Check::checkFiles()) { debugPrintf("All files are ok.\n"); } else { debugPrintf("Some files are corrupted or missing.\n"); } return true; } bool Debugger::cmd_lua_do(int argc, const char **argv) { if (argc < 2) { debugPrintf("Usage: lua_do \n"); return true; } Common::String cmd; for (int i = 1; i < argc; ++i) { cmd += argv[i]; cmd += " "; } cmd.deleteLastChar(); debugPrintf("Executing command: <%s>\n", cmd.c_str()); cmd = Common::String::format("__temp_fn__ = function()\n%s\nend\nstart_script(__temp_fn__)", cmd.c_str()); g_grim->debugLua(cmd); return true; } bool Debugger::cmd_jump(int argc, const char **argv) { if (argc < 2) { debugPrintf("Usage: jump \n"); return true; } // Escape from Monkey Island keeps the jump script in a separate file, so load it first if (g_grim->getGameType() == GType_MONKEY4) { Common::String loadJS = Common::String::format("dofile(\"_jumpscripts.lua\")\n"); g_grim->debugLua(loadJS.c_str()); } // Start the jump_script Lua function with the desired target Common::String cmd = Common::String::format("start_script(jump_script,\"%s\")", argv[1]); g_grim->debugLua(cmd.c_str()); return true; } bool Debugger::cmd_set_renderer(int argc, const char **argv) { if (argc < 2) { debugPrintf("Usage: set_renderer \n"); debugPrintf("Where is 'software', 'opengl' or 'opengl_shaders'\n"); return true; } Graphics::RendererType renderer = Graphics::Renderer::parseTypeCode(argv[1]); if (renderer == Graphics::kRendererTypeDefault) { debugPrintf("Invalid renderer '%s'\n", argv[1]); return true; } ConfMan.set("renderer", Graphics::Renderer::getTypeCode(renderer)); g_grim->changeHardwareState(); return false; } bool Debugger::cmd_save(int argc, const char **argv) { if (argc < 2) { debugPrintf("Usage: save \n"); return true; } Common::String file = Common::String::format("%s.gsv", argv[1]); g_grim->saveGame(file); return true; } bool Debugger::cmd_load(int argc, const char **argv) { if (argc < 2) { debugPrintf("Usage: load \n"); return true; } Common::String file = Common::String::format("%s.gsv", argv[1]); g_grim->loadGame(file); return true; } }