/* 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 Watch; class WatchInstance; class DebuggableScEngine; class DebuggableScript : public ScScript { static const int kDefaultStepDepth = -2; int32 _stepDepth; DebuggableScEngine *_engine; BaseArray _watchInstances; virtual void preInstHook(uint32 inst) override; virtual void postInstHook(uint32 inst) override; void setStepDepth(int depth); public: DebuggableScript(BaseGame *inGame, DebuggableScEngine *engine); virtual ~DebuggableScript(); 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_ */