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authorTobia Tesan2016-02-28 19:24:04 +0100
committerTobia Tesan2016-02-29 11:36:53 +0100
commitd4f94b7d19bd7584f41d78c2bee0fbe159e37fdc (patch)
tree0f92750e95dd338573c52756212cd6319b83d8d0 /engines
parent0dd0c3bea267b0342c86b7a35228d5535cecfd4a (diff)
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WINTERMUTE: Add DebuggableScript and DebuggableScriptEngine classes
These extend the script engine and allow for monitoring and adding pre/post instruction hooks
Diffstat (limited to 'engines')
-rw-r--r--engines/wintermute/base/base_game.cpp8
-rw-r--r--engines/wintermute/base/base_game.h7
-rw-r--r--engines/wintermute/base/base_script_holder.cpp13
-rw-r--r--engines/wintermute/base/scriptables/debuggable/debuggable_script.cpp63
-rw-r--r--engines/wintermute/base/scriptables/debuggable/debuggable_script.h63
-rw-r--r--engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.cpp34
-rw-r--r--engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.h52
-rw-r--r--engines/wintermute/base/scriptables/script.cpp21
-rw-r--r--engines/wintermute/base/scriptables/script.h8
-rw-r--r--engines/wintermute/base/scriptables/script_engine.cpp8
-rw-r--r--engines/wintermute/module.mk2
11 files changed, 275 insertions, 4 deletions
diff --git a/engines/wintermute/base/base_game.cpp b/engines/wintermute/base/base_game.cpp
index 668053bb3a..ce4c5fdda5 100644
--- a/engines/wintermute/base/base_game.cpp
+++ b/engines/wintermute/base/base_game.cpp
@@ -71,6 +71,10 @@
#include "common/system.h"
#include "common/file.h"
+#if EXTENDED_DEBUGGER_ENABLED == true
+#include "engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.h"
+#endif
+
namespace Wintermute {
//////////////////////////////////////////////////////////////////////
@@ -398,7 +402,11 @@ bool BaseGame::initialize1() {
break;
}
+#if EXTENDED_DEBUGGER_ENABLED == true
+ _scEngine = new DebuggableScEngine(this);
+#else
_scEngine = new ScEngine(this);
+#endif
if (_scEngine == nullptr) {
break;
}
diff --git a/engines/wintermute/base/base_game.h b/engines/wintermute/base/base_game.h
index e535cc9618..59e3a9c504 100644
--- a/engines/wintermute/base/base_game.h
+++ b/engines/wintermute/base/base_game.h
@@ -35,6 +35,9 @@
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/math/rect32.h"
#include "common/events.h"
+#if EXTENDED_DEBUGGER_ENABLED == true
+#include "engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.h"
+#endif
namespace Wintermute {
@@ -148,7 +151,11 @@ public:
BaseRenderer *_renderer;
BaseSoundMgr *_soundMgr;
+#if EXTENDED_DEBUGGER_ENABLED == true
+ DebuggableScEngine *_scEngine;
+#else
ScEngine *_scEngine;
+#endif
BaseScriptable *_mathClass;
BaseSurfaceStorage *_surfaceStorage;
BaseFontStorage *_fontStorage;
diff --git a/engines/wintermute/base/base_script_holder.cpp b/engines/wintermute/base/base_script_holder.cpp
index bf53c0253c..7427a9b082 100644
--- a/engines/wintermute/base/base_script_holder.cpp
+++ b/engines/wintermute/base/base_script_holder.cpp
@@ -312,7 +312,11 @@ bool BaseScriptHolder::addScript(const char *filename) {
if (!scr) {
if (_gameRef->_editorForceScripts) {
// editor hack
+#if EXTENDED_DEBUGGER_ENABLED
+ scr = new DebuggableScript(_gameRef, _gameRef->_scEngine);
+#else
scr = new ScScript(_gameRef, _gameRef->_scEngine);
+#endif
scr->_filename = new char[strlen(filename) + 1];
strcpy(scr->_filename, filename);
scr->_state = SCRIPT_ERROR;
@@ -462,8 +466,15 @@ void BaseScriptHolder::makeFreezable(bool freezable) {
ScScript *BaseScriptHolder::invokeMethodThread(const char *methodName) {
for (int i = _scripts.size() - 1; i >= 0; i--) {
if (_scripts[i]->canHandleMethod(methodName)) {
-
+#if EXTENDED_DEBUGGER_ENABLED == true
+ DebuggableScEngine* debuggableEngine;
+ debuggableEngine = dynamic_cast<DebuggableScEngine*>(_scripts[i]->_engine);
+ // TODO: Not pretty
+ assert(debuggableEngine);
+ ScScript *thread = new DebuggableScript(_gameRef, debuggableEngine);
+#else
ScScript *thread = new ScScript(_gameRef, _scripts[i]->_engine);
+#endif
if (thread) {
bool ret = thread->createMethodThread(_scripts[i], methodName);
if (DID_SUCCEED(ret)) {
diff --git a/engines/wintermute/base/scriptables/debuggable/debuggable_script.cpp b/engines/wintermute/base/scriptables/debuggable/debuggable_script.cpp
new file mode 100644
index 0000000000..71f78a8d28
--- /dev/null
+++ b/engines/wintermute/base/scriptables/debuggable/debuggable_script.cpp
@@ -0,0 +1,63 @@
+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "debuggable_script.h"
+#include "debuggable_script_engine.h"
+#include "engines/wintermute/base/scriptables/script_stack.h"
+
+namespace Wintermute {
+
+DebuggableScript::DebuggableScript(BaseGame *inGame, DebuggableScEngine *engine) : ScScript(inGame, engine), _engine(engine), _stepDepth(kDefaultStepDepth) {}
+
+DebuggableScript::~DebuggableScript() {}
+
+void DebuggableScript::preInstHook(uint32 inst) {}
+
+void DebuggableScript::postInstHook(uint32 inst) {}
+
+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);
+}
+
+uint DebuggableScript::dbgGetLine() const {
+ return _currentLine;
+}
+
+Common::String DebuggableScript::dbgGetFilename() const {
+ return _filename;
+}
+
+} // End of namespace Wintermute
+
diff --git a/engines/wintermute/base/scriptables/debuggable/debuggable_script.h b/engines/wintermute/base/scriptables/debuggable/debuggable_script.h
new file mode 100644
index 0000000000..dc9accece9
--- /dev/null
+++ b/engines/wintermute/base/scriptables/debuggable/debuggable_script.h
@@ -0,0 +1,63 @@
+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef DEBUGGABLE_SCRIPT_H_
+#define DEBUGGABLE_SCRIPT_H_
+
+#include "engines/wintermute/base/scriptables/script.h"
+
+namespace Wintermute {
+class ScriptMonitor;
+class DebuggableScEngine;
+
+class DebuggableScript : public ScScript {
+ static const int kDefaultStepDepth = -2;
+ int32 _stepDepth;
+ DebuggableScEngine *_engine;
+ virtual void preInstHook(uint32 inst) override;
+ virtual void postInstHook(uint32 inst) override;
+ void setStepDepth(int depth);
+public:
+ DebuggableScript(BaseGame *inGame, DebuggableScEngine *engine);
+ virtual ~DebuggableScript();
+ /**
+ * 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();
+};
+
+} // End of namespace Wintermute
+
+#endif /* DEBUGGABLE_SCRIPT_H_ */
diff --git a/engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.cpp b/engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.cpp
new file mode 100644
index 0000000000..f1f1bf776e
--- /dev/null
+++ b/engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.cpp
@@ -0,0 +1,34 @@
+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "debuggable_script_engine.h"
+#include "debuggable_script.h"
+
+namespace Wintermute {
+
+DebuggableScEngine::DebuggableScEngine(BaseGame *inGame) : ScEngine(inGame), _monitor(nullptr) {}
+
+void DebuggableScEngine::attachMonitor(ScriptMonitor *monitor) {
+ _monitor = monitor;
+}
+
+} // End of namespace Wintermute
diff --git a/engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.h b/engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.h
new file mode 100644
index 0000000000..8469ecdc25
--- /dev/null
+++ b/engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.h
@@ -0,0 +1,52 @@
+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef DEBUGGABLE_SCRIPT_ENGINE_H_
+#define DEBUGGABLE_SCRIPT_ENGINE_H_
+
+#include "engines/wintermute/base/scriptables/debuggable/debuggable_script.h"
+#include "engines/wintermute/base/scriptables/script_engine.h"
+#include "engines/wintermute/coll_templ.h"
+#include "common/algorithm.h"
+
+namespace Wintermute {
+
+class Breakpoint;
+class DebuggableScript;
+class DebuggableScEngine;
+class ScriptMonitor;
+
+class DebuggableScEngine : public ScEngine {
+ Common::Array<Breakpoint *> _breakpoints;
+ ScriptMonitor *_monitor;
+public:
+ DebuggableScEngine(BaseGame *inGame);
+ void attachMonitor(ScriptMonitor *);
+
+ friend class DebuggerController;
+ friend class DebuggableScript;
+ friend class ScScript;
+};
+
+} // End of namespace Wintermute
+
+#endif /* DEBUGGABLE_SCRIPT_ENGINE_H_ */
diff --git a/engines/wintermute/base/scriptables/script.cpp b/engines/wintermute/base/scriptables/script.cpp
index de2f76d033..938ec031da 100644
--- a/engines/wintermute/base/scriptables/script.cpp
+++ b/engines/wintermute/base/scriptables/script.cpp
@@ -32,7 +32,9 @@
#include "engines/wintermute/base/scriptables/script_engine.h"
#include "engines/wintermute/base/scriptables/script_stack.h"
#include "common/memstream.h"
-
+#if EXTENDED_DEBUGGER_ENABLED == true
+#include "engines/wintermute/base/scriptables/debuggable/debuggable_script.h"
+#endif
namespace Wintermute {
IMPLEMENT_PERSISTENT(ScScript, false)
@@ -522,6 +524,9 @@ bool ScScript::executeInstruction() {
ScValue *op2;
uint32 inst = getDWORD();
+
+ preInstHook(inst);
+
switch (inst) {
case II_DEF_VAR:
@@ -1092,6 +1097,7 @@ bool ScScript::executeInstruction() {
ret = STATUS_FAILED;
} // switch(instruction)
+ postInstHook(inst);
//delete op;
return ret;
@@ -1314,8 +1320,15 @@ ScScript *ScScript::invokeEventHandler(const Common::String &eventName, bool unb
if (!pos) {
return nullptr;
}
-
+#if EXTENDED_DEBUGGER_ENABLED == true
+ // TODO: Not pretty
+ DebuggableScEngine* debuggableEngine;
+ debuggableEngine = dynamic_cast<DebuggableScEngine*>(_engine);
+ assert(debuggableEngine);
+ ScScript *thread = new DebuggableScript(_gameRef, debuggableEngine);
+#else
ScScript *thread = new ScScript(_gameRef, _engine);
+#endif
if (thread) {
bool ret = thread->createThread(this, pos, eventName);
if (DID_SUCCEED(ret)) {
@@ -1454,4 +1467,8 @@ void ScScript::afterLoad() {
}
}
+void ScScript::preInstHook(uint32 inst) {}
+
+void ScScript::postInstHook(uint32 inst) {}
+
} // End of namespace Wintermute
diff --git a/engines/wintermute/base/scriptables/script.h b/engines/wintermute/base/scriptables/script.h
index 304424accc..c1d1cce4ee 100644
--- a/engines/wintermute/base/scriptables/script.h
+++ b/engines/wintermute/base/scriptables/script.h
@@ -33,12 +33,15 @@
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/base/scriptables/dcscript.h" // Added by ClassView
#include "engines/wintermute/coll_templ.h"
+#include "engines/wintermute/persistent.h"
namespace Wintermute {
class BaseScriptHolder;
class BaseObject;
class ScEngine;
class ScStack;
+class ScValue;
+
class ScScript : public BaseClass {
public:
BaseArray<int> _breakpoints;
@@ -125,7 +128,7 @@ public:
ScValue *_globals;
ScEngine *_engine;
int32 _currentLine;
- bool executeInstruction();
+ virtual bool executeInstruction();
char *getString();
uint32 getDWORD();
double getFloat();
@@ -161,6 +164,9 @@ private:
bool initScript();
bool initTables();
+
+ virtual void preInstHook(uint32 inst);
+ virtual void postInstHook(uint32 inst);
};
} // End of namespace Wintermute
diff --git a/engines/wintermute/base/scriptables/script_engine.cpp b/engines/wintermute/base/scriptables/script_engine.cpp
index cdf55a304c..26122094f1 100644
--- a/engines/wintermute/base/scriptables/script_engine.cpp
+++ b/engines/wintermute/base/scriptables/script_engine.cpp
@@ -144,7 +144,15 @@ ScScript *ScEngine::runScript(const char *filename, BaseScriptHolder *owner) {
}
// add new script
+#if EXTENDED_DEBUGGER_ENABLED == true
+ DebuggableScEngine* debuggableEngine;
+ debuggableEngine = dynamic_cast<DebuggableScEngine*>(this);
+ // TODO: Not pretty
+ assert(debuggableEngine);
+ ScScript *script = new DebuggableScript(_gameRef, debuggableEngine);
+#else
ScScript *script = new ScScript(_gameRef, this);
+#endif
bool ret = script->create(filename, compBuffer, compSize, owner);
if (DID_FAIL(ret)) {
_gameRef->LOG(ret, "Error running script '%s'...", filename);
diff --git a/engines/wintermute/module.mk b/engines/wintermute/module.mk
index 514809def9..e8798250ce 100644
--- a/engines/wintermute/module.mk
+++ b/engines/wintermute/module.mk
@@ -27,6 +27,8 @@ MODULE_OBJS := \
ad/ad_talk_holder.o \
ad/ad_talk_node.o \
ad/ad_waypoint_group.o \
+ base/scriptables/debuggable/debuggable_script.o \
+ base/scriptables/debuggable/debuggable_script_engine.o \
base/scriptables/script.o \
base/scriptables/script_engine.o \
base/scriptables/script_stack.o \