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/* 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/tokenizer.h"
#include "debuggable_script.h"
#include "engines/wintermute/base/scriptables/script_stack.h"
#include "engines/wintermute/base/scriptables/script_value.h"
#include "engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.h"
#include "engines/wintermute/debugger/breakpoint.h"
#include "engines/wintermute/debugger/script_monitor.h"
#include "engines/wintermute/debugger/watch_instance.h"
namespace Wintermute {
DebuggableScript::DebuggableScript(BaseGame *inGame, DebuggableScEngine *engine) : ScScript(inGame, engine), _engine(engine), _stepDepth(kDefaultStepDepth) {
_engine->_watches.subscribe(this);
for (uint i = 0; i < _engine->_watches.size(); i++) {
_watchInstances.add(new WatchInstance(_engine->_watches[i], this));
}
}
DebuggableScript::~DebuggableScript() {
for (int32 i = 0; i < _watchInstances.getSize(); i++) {
delete _watchInstances[i];
}
_engine->_watches.unsubscribe(this);
}
void DebuggableScript::preInstHook(uint32 inst) {}
void DebuggableScript::postInstHook(uint32 inst) {
if (inst == II_DBG_LINE) {
for (uint j = 0; j < _engine->_breakpoints.size(); j++) {
_engine->_breakpoints[j]->evaluate(this);
}
if (_callStack->_sP <= _stepDepth) {
_engine->_monitor->notifyStep(this);
}
}
for (int32 i = 0; i < _watchInstances.getSize(); i++) {
this->_watchInstances[i]->evaluate();
}
}
void DebuggableScript::setStepDepth(int depth) {
_stepDepth = depth;
}
void DebuggableScript::step() {
setStepDepth(_callStack->_sP);
// TODO double check
}
void DebuggableScript::stepContinue() {
setStepDepth(kDefaultStepDepth);
}
void DebuggableScript::stepFinish() {
setStepDepth(_callStack->_sP - 1);
}
ScValue *DebuggableScript::resolveName(const Common::String &name) {
Common::String trimmed = name;
trimmed.trim();
Common::StringTokenizer st = Common::StringTokenizer(trimmed.c_str(), ".");
Common::String nextToken;
nextToken = st.nextToken();
char cstr[256]; // TODO not pretty
Common::strlcpy(cstr, nextToken.c_str(), nextToken.size() + 1);
cstr[255] = '\0'; // We 0-terminate it just in case it's > 256 chars.
ScValue *value = getVar(cstr);
ScValue *res = new ScValue(_game);
if (value == nullptr) {
return res;
}
nextToken = st.nextToken();
while (nextToken.size() > 0 && (value->isObject() || value->isNative())) {
value = value->getProp(nextToken.c_str());
nextToken = st.nextToken();
if (value == nullptr) {
return res;
}
}
res->copy(value);
return res;
}
uint DebuggableScript::dbgGetLine() const {
return _currentLine;
}
Common::String DebuggableScript::dbgGetFilename() const {
return _filename;
}
void DebuggableScript::updateWatches() {
// We drop obsolete watches
for (int32 i = 0; i < _watchInstances.getSize(); i++) {
Watch *findMe = _watchInstances[i]->_watch;
if (Common::find(_engine->_watches.begin(), _engine->_watches.end(), findMe) == _engine->_watches.end()) {
// Not found on engine-wide list, must have been removed from watches. Must remove it from local list.
delete _watchInstances[i];
_watchInstances.removeAt(i);
}
}
// We add any new watches
for (uint i = 0; i < _engine->_watches.size(); i++) {
Watch *findMe = _engine->_watches[i];
if (Common::find(_engine->_watches.begin(), _engine->_watches.end(), findMe) == _engine->_watches.end()) {
// Not found on local list, must be a new one.
_watchInstances.add(new WatchInstance(_engine->_watches[i], this));
}
}
}
} // End of namespace Wintermute

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/* 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/>.
*
*/
#ifndef DEBUGGABLE_SCRIPT_H_
#define DEBUGGABLE_SCRIPT_H_
#include "engines/wintermute/base/scriptables/script.h"
namespace Wintermute {
class ScriptMonitor;
class Watch;
class WatchInstance;
class DebuggableScEngine;
class DebuggableScript : public ScScript {
static const int kDefaultStepDepth = -2;
int32 _stepDepth;
DebuggableScEngine *_engine;
BaseArray<WatchInstance *> _watchInstances;
void preInstHook(uint32 inst) override;
void postInstHook(uint32 inst) override;
void setStepDepth(int depth);
public:
DebuggableScript(BaseGame *inGame, DebuggableScEngine *engine);
~DebuggableScript() override;
ScValue *resolveName(const Common::String &name);
/**
* Return argument to last II_DBG_LINE encountered
*/
virtual uint dbgGetLine() const;
virtual Common::String dbgGetFilename() const;
/**
* Execute one more instruction
*/
void step();
/**
* Continue execution
*/
void stepContinue();
/**
* Continue execution until the activation record on top of the stack is popped
*/
void stepFinish();
void updateWatches();
};
} // End of namespace Wintermute
#endif /* DEBUGGABLE_SCRIPT_H_ */

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/* 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 "debuggable_script_engine.h"
#include "debuggable_script.h"
#include "engines/wintermute/debugger/watch_instance.h"
namespace Wintermute {
DebuggableScEngine::DebuggableScEngine(BaseGame *inGame) : ScEngine(inGame), _monitor(nullptr) {}
void DebuggableScEngine::attachMonitor(ScriptMonitor *monitor) {
_monitor = monitor;
}
} // End of namespace Wintermute

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/* 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/>.
*
*/
#ifndef DEBUGGABLE_SCRIPT_ENGINE_H_
#define DEBUGGABLE_SCRIPT_ENGINE_H_
#include "engines/wintermute/base/scriptables/script_engine.h"
#include "engines/wintermute/coll_templ.h"
#include "common/algorithm.h"
#include "engines/wintermute/base/scriptables/debuggable/debuggable_script.h"
namespace Wintermute {
class Breakpoint;
class Watch;
class DebuggableScript;
class DebuggableScEngine;
class ScriptMonitor;
class PublisherWArray : private Common::Array<Watch *> {
Common::Array<DebuggableScript *> _subscribers;
void notifySubscribers() {
for (uint i = 0; i < _subscribers.size(); i++) {
_subscribers[i]->updateWatches();
}
}
public:
void subscribe(DebuggableScript *script) {
if (Common::find(_subscribers.begin(), _subscribers.end(), script) == _subscribers.end()) {
// If not already contained
_subscribers.push_back(script);
}
}
void unsubscribe(DebuggableScript *script) {
int location = -1;
for (uint i = 0; i < _subscribers.size() && location == -1; i++) {
if (_subscribers[i] == script) {
location = i;
}
}
if (location >= 0) {
_subscribers.remove_at(location);
} else {
// TODO: If this happens... it's funny. Some script out there forgot to subscribe.
}
}
void push_back(Watch *newElement) {
Common::Array<Watch *>::push_back(newElement);
notifySubscribers();
}
size_type size() {
return Common::Array<Watch *>::size();
}
iterator begin() {
return Common::Array<Watch *>::begin();
}
iterator end() {
return Common::Array<Watch *>::end();
}
Watch *&operator[](size_type idx) {
return Common::Array<Watch *>::operator[](idx);
}
Watch *remove_at(size_type idx) {
Watch *res = Common::Array<Watch *>::remove_at(idx);
notifySubscribers();
return res;
}
};
class DebuggableScEngine : public ScEngine {
Common::Array<Breakpoint *> _breakpoints;
PublisherWArray _watches;
ScriptMonitor *_monitor;
public:
DebuggableScEngine(BaseGame *inGame);
void attachMonitor(ScriptMonitor *);
friend class DebuggerController;
friend class DebuggableScript;
friend class ScScript;
friend class WatchableScriptArray;
};
} // End of namespace Wintermute
#endif /* DEBUGGABLE_SCRIPT_ENGINE_H_ */