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