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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.
*
*/
#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;
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_ */
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