mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
4e373ef467
svn-id: r6029
262 lines
6.6 KiB
C++
262 lines
6.6 KiB
C++
#include "stdafx.h"
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#include "scumm.h"
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#include "sound.h"
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#include "actor.h"
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#include "debugger.h"
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#include "common/util.h"
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// The new debugger doesn't actually have the guts for text console coded yet ;)
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#define USE_CONSOLE
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// Choose between text console or ScummConsole
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#ifdef USE_CONSOLE
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#include "gui/console.h"
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#define Debug_Printf _s->_debuggerDialog->printf
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#else
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#define Debug_Printf printf
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#endif
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ScummDebugger::ScummDebugger()
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{
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_s = 0;
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_frame_countdown = 0;
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_dvar_count = 0;
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_dcmd_count = 0;
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_detach_now = false;
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}
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// Initialisation Functions
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void ScummDebugger::attach(Scumm *s)
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{
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if (_s)
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detach();
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_s = s;
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s->_debugger = this;
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_frame_countdown = 1;
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_detach_now = false;
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if (_dvar_count < 1) { // We need to register our variables
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DVar_Register("debug_countdown", &_frame_countdown, DVAR_INT, 0);
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DVar_Register("scumm_speed", &_s->_fastMode, DVAR_INT, 0);
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DVar_Register("scumm_room", &_s->_currentRoom, DVAR_INT, 0);
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DVar_Register("scumm_roomresource", &_s->_roomResource, DVAR_INT, 0);
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DVar_Register("scumm_vars", &_s->_vars, DVAR_INTARRAY, _s->_numVariables);
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DVar_Register("scumm_gamename", &_s->_game_name, DVAR_STRING, 0);
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DVar_Register("scumm_exename", &_s->_exe_name, DVAR_STRING, 0);
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DVar_Register("scumm_gameid", &_s->_gameId, DVAR_INT, 0);
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}
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if (_dcmd_count < 1) { // We need to register our commands
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DCmd_Register("exit", &ScummDebugger::Cmd_Exit);
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DCmd_Register("quit", &ScummDebugger::Cmd_Exit);
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DCmd_Register("room", &ScummDebugger::Cmd_Room);
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}
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}
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void ScummDebugger::detach()
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{
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#ifdef USE_CONSOLE
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if (_s->_debuggerDialog)
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_s->_debuggerDialog->setInputeCallback(0, 0);
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#endif
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_s->_debugger = NULL;
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_s = NULL;
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_detach_now = false;
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}
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// Temporary execution handler
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void ScummDebugger::on_frame() {
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if (_frame_countdown == 0)
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return;
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--_frame_countdown;
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if (!_frame_countdown) {
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// Pause sound output
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bool old_soundsPaused = _s->_sound->_soundsPaused;
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_s->_sound->pauseSounds(true);
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// Enter debugger
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enter();
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_s->_sound->pauseSounds(old_soundsPaused); // Resume previous sound state
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if (_detach_now) // Detach if we're finished with the debugger
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detach();
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}
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}
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// Console handler
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#ifdef USE_CONSOLE
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bool ScummDebugger::debuggerInputCallback(ConsoleDialog *console, const char *input, void *refCon)
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{
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ScummDebugger *debugger = (ScummDebugger *)refCon;
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return debugger->RunCommand((char*)input);
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}
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#endif
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///////////////////////////////////////////////////
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// Now the fun stuff:
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// Command/Variable registration functions
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void ScummDebugger::DVar_Register(const char *varname, void *pointer, int type, int optional) {
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assert(_dvar_count < (int)sizeof(_dvars));
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strcpy(_dvars[_dvar_count].name, varname);
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_dvars[_dvar_count].type = type;
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_dvars[_dvar_count].variable = pointer;
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_dvars[_dvar_count].optional = optional;
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_dvar_count++;
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}
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void ScummDebugger::DCmd_Register(const char *cmdname, DebugProc pointer) {
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assert(_dcmd_count < (int)sizeof(_dcmds));
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strcpy(_dcmds[_dcmd_count].name, cmdname);
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_dcmds[_dcmd_count].function = pointer;
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_dcmd_count++;
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}
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// Main Debugger Loop
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void ScummDebugger::enter()
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{
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#ifdef USE_CONSOLE
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if (!_s->_debuggerDialog) {
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_s->_debuggerDialog = new ConsoleDialog(_s->_newgui);
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Debug_Printf("Debugger started, type 'exit' to return to the game\n");
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}
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_s->_debuggerDialog->setInputeCallback(debuggerInputCallback, this);
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_s->_debuggerDialog->runModal();
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#else
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printf("Debugger entered, please switch to this console for input.\n");
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// while(1) {
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// ;
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// }
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#endif
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}
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// Command execution loop
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bool ScummDebugger::RunCommand(char *input) {
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int i = 0, num_parms = 0;
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char parm[255][255];
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// Parse out any params
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char *tok = strtok(input, " ");
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if (tok) {
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do {
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strcpy(parm[num_parms++], tok);
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} while ((tok = strtok(NULL, " ")) != NULL);
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} else
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strcpy(parm[0], input);
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for(i=0; i < _dcmd_count; i++) {
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if (!strcmp(_dcmds[i].name, parm[0])) {
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DebugProc cmd;
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cmd = _dcmds[i].function;
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return (this->*cmd)(parm);
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}
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}
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// It's not a command, so things get a little tricky for variables. Do fuzzy matching to ignore things like subscripts.
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for(i = 0; i < _dvar_count; i++) {
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if (!strncmp(_dvars[i].name, parm[0], strlen(_dvars[i].name))) {
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if (num_parms > 1) {
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// Alright, we need to check the TYPE of the variable to deref and stuff... the array stuff is a bit ugly :)
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switch(_dvars[i].type) {
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// Integer
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case DVAR_INT:
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*(int *)_dvars[i].variable = atoi(parm[1]);
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Debug_Printf("(int)%s = %d\n", parm[0], *(int *)_dvars[i].variable);
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break;
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// Integer Array
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case DVAR_INTARRAY: {
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char *chr = strchr(parm[0], '[');
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if (!chr) {
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Debug_Printf("You must access this array as %s[element]\n", parm[0]);
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} else {
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int element = atoi(chr+1);
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int16 *var = *(int16 **)_dvars[i].variable;
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if (element > _dvars[i].optional) {
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Debug_Printf("%s is out of range (array is %d elements big)\n", parm[0], _dvars[i].optional);
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} else {
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var[element] = atoi(parm[1]);
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Debug_Printf("(int)%s = %d\n", parm[0], var[element]);
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}
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}
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}
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break;
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default:
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Debug_Printf("Failed to set variable %s to %s - unknown type\n", _dvars[i].name, parm[1]);
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break;
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}
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} else {
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// And again, type-dependent prints/defrefs. The array one is still ugly.
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switch(_dvars[i].type) {
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// Integer
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case DVAR_INT:
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Debug_Printf("(int)%s = %d\n", parm[0], *(int *)_dvars[i].variable);
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break;
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// Integer array
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case DVAR_INTARRAY: {
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char *chr = strchr(parm[0], '[');
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if (!chr) {
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Debug_Printf("You must access this array as %s[element]\n", parm[0]);
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} else {
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int element = atoi(chr+1);
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int16 *var = *(int16 **)_dvars[i].variable;
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if (element > _dvars[i].optional) {
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Debug_Printf("%s is out of range (array is %d elements big)\n", parm[0], _dvars[i].optional);
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} else {
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Debug_Printf("(int)%s = %d\n", parm[0], var[element]);
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}
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}
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}
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break;
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// String
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case DVAR_STRING:
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Debug_Printf("(string)%s = %s\n", parm[0], *(char **)_dvars[i].variable);
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break;
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default:
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Debug_Printf("%s = (unknown type)\n", parm[0]);
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break;
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}
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}
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return true;
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}
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}
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Debug_Printf("Unknown command or variable\n");
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return true;
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}
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// Commands
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bool ScummDebugger::Cmd_Exit(char _parameter[255][255]) {
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_detach_now = true;
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return false;
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}
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bool ScummDebugger::Cmd_Room(char _parameter[255][255]) {
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int room = atoi(_parameter[1]);
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_s->_actors[_s->_vars[_s->VAR_EGO]].room = room;
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_s->startScene(room, 0, 0);
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_s->_fullRedraw = 1;
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return true;
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}
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