scummvm/engines/grim/debugger.cpp

138 lines
4.0 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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("renderer_set", WRAP_METHOD(Debugger, cmd_renderer_set));
registerCmd("renderer_get", WRAP_METHOD(Debugger, cmd_renderer_get));
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 <lua command>\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 <jump target>\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_renderer_set(int argc, const char **argv) {
if (argc < 2) {
debugPrintf("Usage: renderer_set <renderer>\n");
debugPrintf("Where <renderer> 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_renderer_get(int argc, const char **argv) {
auto rendererCodeStr = Graphics::Renderer::getTypeCode(g_grim->getRendererType());
debugPrintf("%s\n", rendererCodeStr.c_str());
return true;
}
bool Debugger::cmd_save(int argc, const char **argv) {
if (argc < 2) {
debugPrintf("Usage: save <save name>\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 <save name>\n");
return true;
}
Common::String file = Common::String::format("%s.gsv", argv[1]);
g_grim->loadGame(file);
return true;
}
}