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engines/grim/debugger.cpp
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137
engines/grim/debugger.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/config-manager.h"
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#include "graphics/renderer.h"
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#include "engines/grim/debugger.h"
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#include "engines/grim/md5check.h"
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#include "engines/grim/grim.h"
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namespace Grim {
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Debugger::Debugger() :
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GUI::Debugger() {
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registerCmd("check_gamedata", WRAP_METHOD(Debugger, cmd_checkFiles));
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registerCmd("lua_do", WRAP_METHOD(Debugger, cmd_lua_do));
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registerCmd("jump", WRAP_METHOD(Debugger, cmd_jump));
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registerCmd("renderer_set", WRAP_METHOD(Debugger, cmd_renderer_set));
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registerCmd("renderer_get", WRAP_METHOD(Debugger, cmd_renderer_get));
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registerCmd("save", WRAP_METHOD(Debugger, cmd_save));
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registerCmd("load", WRAP_METHOD(Debugger, cmd_load));
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}
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Debugger::~Debugger() {
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}
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bool Debugger::cmd_checkFiles(int argc, const char **argv) {
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if (MD5Check::checkFiles()) {
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debugPrintf("All files are ok.\n");
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} else {
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debugPrintf("Some files are corrupted or missing.\n");
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}
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return true;
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}
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bool Debugger::cmd_lua_do(int argc, const char **argv) {
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if (argc < 2) {
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debugPrintf("Usage: lua_do <lua command>\n");
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return true;
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}
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Common::String cmd;
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for (int i = 1; i < argc; ++i) {
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cmd += argv[i];
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cmd += " ";
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}
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cmd.deleteLastChar();
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debugPrintf("Executing command: <%s>\n", cmd.c_str());
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cmd = Common::String::format("__temp_fn__ = function()\n%s\nend\nstart_script(__temp_fn__)", cmd.c_str());
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g_grim->debugLua(cmd);
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return true;
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}
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bool Debugger::cmd_jump(int argc, const char **argv) {
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if (argc < 2) {
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debugPrintf("Usage: jump <jump target>\n");
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return true;
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}
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// Escape from Monkey Island keeps the jump script in a separate file, so load it first
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if (g_grim->getGameType() == GType_MONKEY4) {
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Common::String loadJS = Common::String::format("dofile(\"_jumpscripts.lua\")\n");
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g_grim->debugLua(loadJS.c_str());
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}
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// Start the jump_script Lua function with the desired target
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Common::String cmd = Common::String::format("start_script(jump_script,\"%s\")", argv[1]);
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g_grim->debugLua(cmd.c_str());
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return true;
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}
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bool Debugger::cmd_renderer_set(int argc, const char **argv) {
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if (argc < 2) {
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debugPrintf("Usage: renderer_set <renderer>\n");
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debugPrintf("Where <renderer> is 'software', 'opengl' or 'opengl_shaders'\n");
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return true;
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}
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Graphics::RendererType renderer = Graphics::Renderer::parseTypeCode(argv[1]);
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if (renderer == Graphics::kRendererTypeDefault) {
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debugPrintf("Invalid renderer '%s'\n", argv[1]);
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return true;
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}
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ConfMan.set("renderer", Graphics::Renderer::getTypeCode(renderer));
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g_grim->changeHardwareState();
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return false;
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}
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bool Debugger::cmd_renderer_get(int argc, const char **argv) {
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auto rendererCodeStr = Graphics::Renderer::getTypeCode(g_grim->getRendererType());
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debugPrintf("%s\n", rendererCodeStr.c_str());
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return true;
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}
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bool Debugger::cmd_save(int argc, const char **argv) {
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if (argc < 2) {
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debugPrintf("Usage: save <save name>\n");
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return true;
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}
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Common::String file = Common::String::format("%s.gsv", argv[1]);
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g_grim->saveGame(file);
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return true;
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}
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bool Debugger::cmd_load(int argc, const char **argv) {
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if (argc < 2) {
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debugPrintf("Usage: load <save name>\n");
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return true;
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}
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Common::String file = Common::String::format("%s.gsv", argv[1]);
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g_grim->loadGame(file);
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return true;
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}
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}
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