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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 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 "engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.h"
#include "engines/wintermute/base/scriptables/script_stack.h"
#include "engines/wintermute/base/scriptables/script_value.h"
#include "engines/wintermute/debugger/breakpoint.h"
#include "engines/wintermute/debugger/script_monitor.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) {
	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);
		}
	}
}

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