scummvm/sword2/console.cpp

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/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
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#include "stdafx.h"
#include "bs2/sword2.h"
#include "bs2/console.h"
#include "bs2/debug.h"
#include "bs2/defs.h"
#include "bs2/events.h"
#include "bs2/logic.h"
#include "bs2/maketext.h"
#include "bs2/mouse.h"
#include "bs2/protocol.h"
#include "bs2/resman.h"
#include "bs2/save_rest.h"
#include "bs2/startup.h"
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// FIXME: Much of this is copied from scumm/debugger.cpp which is a pretty
// lousy form of code reuse.
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#ifdef _WIN32_WCE
extern void force_keyboard(bool);
#endif
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namespace Sword2 {
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bool wantSfxDebug = false; // sfx debug enabled/disabled from console
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static void Var_check(int var) {
Debug_Printf("%d\n", VAR(var));
}
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static void Var_set(int var, int val) {
Debug_Printf("was %d, ", VAR(var));
VAR(var) = val;
Debug_Printf("now %d\n", VAR(var));
}
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Debugger::Debugger(Sword2Engine *s) {
_vm = s;
_frame_countdown = 0;
_dcmd_count = 0;
_detach_now = false;
_isAttached = false;
_errStr = NULL;
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_debuggerDialog = NULL;
// Register commands
DCmd_Register("continue", &Debugger::Cmd_Exit);
DCmd_Register("exit", &Debugger::Cmd_Exit);
DCmd_Register("quit", &Debugger::Cmd_Exit);
DCmd_Register("q", &Debugger::Cmd_Exit);
DCmd_Register("help", &Debugger::Cmd_Help);
DCmd_Register("mem", &Debugger::Cmd_Mem);
DCmd_Register("tony", &Debugger::Cmd_Tony);
DCmd_Register("res", &Debugger::Cmd_Res);
DCmd_Register("starts", &Debugger::Cmd_Starts);
DCmd_Register("start", &Debugger::Cmd_Start);
DCmd_Register("s", &Debugger::Cmd_Start);
DCmd_Register("info", &Debugger::Cmd_Info);
DCmd_Register("walkgrid", &Debugger::Cmd_WalkGrid);
DCmd_Register("mouse", &Debugger::Cmd_Mouse);
DCmd_Register("player", &Debugger::Cmd_Player);
DCmd_Register("reslook", &Debugger::Cmd_ResLook);
DCmd_Register("cur", &Debugger::Cmd_CurrentInfo);
DCmd_Register("runlist", &Debugger::Cmd_RunList);
DCmd_Register("kill", &Debugger::Cmd_Kill);
DCmd_Register("nuke", &Debugger::Cmd_Nuke);
DCmd_Register("var", &Debugger::Cmd_Var);
DCmd_Register("rect", &Debugger::Cmd_Rect);
DCmd_Register("clear", &Debugger::Cmd_Clear);
DCmd_Register("debugon", &Debugger::Cmd_DebugOn);
DCmd_Register("debugoff", &Debugger::Cmd_DebugOn);
DCmd_Register("saverest", &Debugger::Cmd_SaveRest);
DCmd_Register("saves", &Debugger::Cmd_ListSaveGames);
DCmd_Register("save", &Debugger::Cmd_SaveGame);
DCmd_Register("restore", &Debugger::Cmd_RestoreGame);
DCmd_Register("bltfxon", &Debugger::Cmd_BltFxOn);
DCmd_Register("bltfxoff", &Debugger::Cmd_BltFxOff);
DCmd_Register("timeon", &Debugger::Cmd_TimeOn);
DCmd_Register("timeoff", &Debugger::Cmd_TimeOff);
DCmd_Register("text", &Debugger::Cmd_Text);
DCmd_Register("showvar", &Debugger::Cmd_ShowVar);
DCmd_Register("hidevar", &Debugger::Cmd_HideVar);
DCmd_Register("version", &Debugger::Cmd_Version);
DCmd_Register("soft", &Debugger::Cmd_SoftHard);
DCmd_Register("hard", &Debugger::Cmd_SoftHard);
DCmd_Register("animtest", &Debugger::Cmd_AnimTest);
DCmd_Register("texttest", &Debugger::Cmd_TextTest);
DCmd_Register("linetest", &Debugger::Cmd_LineTest);
DCmd_Register("grab", &Debugger::Cmd_Grab);
DCmd_Register("events", &Debugger::Cmd_Events);
DCmd_Register("sfx", &Debugger::Cmd_Sfx);
DCmd_Register("english", &Debugger::Cmd_English);
DCmd_Register("finnish", &Debugger::Cmd_Finnish);
DCmd_Register("polish", &Debugger::Cmd_Polish);
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}
void Debugger::attach(const char *entry) {
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#ifdef _WIN32_WCE
force_keyboard(true);
#endif
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if (entry) {
_errStr = strdup(entry);
}
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_frame_countdown = 1;
_detach_now = false;
_isAttached = true;
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}
void Debugger::detach() {
#if USE_CONSOLE
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if (_debuggerDialog) {
_debuggerDialog->setInputCallback(0, 0);
_debuggerDialog->setCompletionCallback(0, 0);
}
#endif
#ifdef _WIN32_WCE
force_keyboard(false);
#endif
_detach_now = false;
_isAttached = false;
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}
// Temporary execution handler
void Debugger::onFrame() {
if (_frame_countdown == 0)
return;
--_frame_countdown;
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if (!_frame_countdown) {
// Pause sound output
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g_sound->pauseFx();
g_sound->pauseSpeech();
g_sound->pauseMusic();
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// Enter debugger
enter();
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// Resume previous sound state
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g_sound->unpauseFx();
g_sound->unpauseSpeech();
g_sound->unpauseMusic();
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// Restore old mouse cursor
g_display->drawMouse();
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// Detach if we're finished with the debugger
if (_detach_now)
detach();
}
}
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// Console handler
#if USE_CONSOLE
bool Debugger::debuggerInputCallback(ConsoleDialog *console, const char *input, void *refCon) {
Debugger *debugger = (Debugger *) refCon;
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return debugger->RunCommand(input);
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}
bool Debugger::debuggerCompletionCallback(ConsoleDialog *console, const char *input, char*& completion, void *refCon) {
Debugger *debugger = (Debugger *) refCon;
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return debugger->TabComplete(input, completion);
}
#endif
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///////////////////////////////////////////////////
// Now the fun stuff:
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void Debugger::DCmd_Register(const char *cmdname, DebugProc pointer) {
assert(_dcmd_count < (int) sizeof(_dcmds));
strcpy(_dcmds[_dcmd_count].name, cmdname);
_dcmds[_dcmd_count].function = pointer;
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_dcmd_count++;
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}
// Main Debugger Loop
void Debugger::enter() {
#if USE_CONSOLE
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if (!_debuggerDialog) {
_debuggerDialog = new ConsoleDialog(_vm->_newgui, 1.0, 0.67F);
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Debug_Printf("Debugger started, type 'exit' to return to the game.\n");
Debug_Printf("Type 'help' to see a little list of commands and variables.\n");
}
if (_errStr) {
Debug_Printf("ERROR: %s\n\n", _errStr);
free(_errStr);
_errStr = NULL;
}
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_debuggerDialog->setInputCallback(debuggerInputCallback, this);
_debuggerDialog->setCompletionCallback(debuggerCompletionCallback, this);
_debuggerDialog->runModal();
#else
// TODO: compared to the console input, this here is very bare bone.
// For example, no support for tab completion and no history. At least
// we should re-add (optional) support for the readline library.
// Or maybe instead of choosing between a console dialog and stdio,
// we should move that choice into the ConsoleDialog class - that is,
// the console dialog code could be #ifdef'ed to not print to the dialog
// but rather to stdio. This way, we could also reuse the command history
// and tab completion of the console. It would still require a lot of
// work, but at least no dependency on a 3rd party library...
printf("Debugger entered, please switch to this console for input.\n");
int i;
char buf[256];
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do {
printf("debug> ");
if (!fgets(buf, sizeof(buf), stdin))
return;
i = strlen(buf);
while (i > 0 && buf[i - 1] == '\n')
buf[--i] = 0;
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if (i == 0)
continue;
} while (RunCommand(buf));
#endif
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}
// Command execution loop
bool Debugger::RunCommand(const char *inputOrig) {
int i = 0, num_params = 0;
const char *param[256];
char *input = strdup(inputOrig); // One of the rare occasions using strdup is OK (although avoiding strtok might be more elegant here).
// Parse out any params
char *tok = strtok(input, " ");
if (tok) {
do {
param[num_params++] = tok;
} while ((tok = strtok(NULL, " ")) != NULL);
} else {
param[num_params++] = input;
}
for (i = 0; i < _dcmd_count; i++) {
if (!strcmp(_dcmds[i].name, param[0])) {
bool result = (this->*_dcmds[i].function)(num_params, param);
free(input);
return result;
}
}
Debug_Printf("Unknown command\n");
free(input);
return true;
}
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// Commands
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bool Debugger::Cmd_Exit(int argc, const char **argv) {
_detach_now = true;
return false;
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}
bool Debugger::Cmd_Help(int argc, const char **argv) {
// console normally has 39 line width
// wrap around nicely
int width = 0, size, i;
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Debug_Printf("Commands are:\n");
for (i = 0 ; i < _dcmd_count ; i++) {
size = strlen(_dcmds[i].name) + 1;
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if ((width + size) >= 39) {
Debug_Printf("\n");
width = size;
} else
width += size;
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Debug_Printf("%s ", _dcmds[i].name);
}
Debug_Printf("\n");
return true;
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}
bool Debugger::Cmd_Mem(int argc, const char **argv) {
memory.displayMemory();
return true;
}
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bool Debugger::Cmd_Tony(int argc, const char **argv) {
Debug_Printf("What about him?\n");
return true;
}
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bool Debugger::Cmd_Res(int argc, const char **argv) {
res_man.printConsoleClusters();
return true;
}
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bool Debugger::Cmd_Starts(int argc, const char **argv) {
Con_print_start_menu();
return true;
}
bool Debugger::Cmd_Start(int argc, const char **argv) {
uint8 pal[4] = { 255, 255, 255, 0 };
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if (argc != 2) {
Debug_Printf("Usage: %s number\n", argv[0]);
return true;
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}
Con_start(atoi(argv[1]));
g_display->setPalette(187, 1, pal, RDPAL_INSTANT);
return true;
}
bool Debugger::Cmd_Info(int argc, const char **argv) {
displayDebugText = !displayDebugText;
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if (displayDebugText)
Debug_Printf("Info text on\n");
else
Debug_Printf("Info Text off\n");
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return true;
}
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bool Debugger::Cmd_WalkGrid(int argc, const char **argv) {
displayWalkGrid = !displayWalkGrid;
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if (displayWalkGrid)
Debug_Printf("Walk-grid display on\n");
else
Debug_Printf("Walk-grid display off\n");
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return true;
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}
bool Debugger::Cmd_Mouse(int argc, const char **argv) {
displayMouseMarker = !displayMouseMarker;
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if (displayMouseMarker)
Debug_Printf("Mouse marker on\n");
else
Debug_Printf("Mouse marker off\n");
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return true;
}
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bool Debugger::Cmd_Player(int argc, const char **argv) {
displayPlayerMarker = !displayPlayerMarker;
if (displayPlayerMarker)
Debug_Printf("Player feet marker on\n");
else
Debug_Printf("Player feet marker off\n");
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return true;
}
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bool Debugger::Cmd_ResLook(int argc, const char **argv) {
if (argc != 2)
Debug_Printf("Usage: %s number\n", argv[0]);
else
res_man.examine(atoi(argv[1]));
return true;
}
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bool Debugger::Cmd_CurrentInfo(int argc, const char **argv) {
Print_current_info();
return true;
}
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bool Debugger::Cmd_RunList(int argc, const char **argv) {
g_logic.examineRunList();
return true;
}
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bool Debugger::Cmd_Kill(int argc, const char **argv) {
if (argc != 2)
Debug_Printf("Usage: %s number\n", argv[0]);
else
res_man.kill(atoi(argv[1]));
return true;
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}
bool Debugger::Cmd_Nuke(int argc, const char **argv) {
Debug_Printf("Killing all resources except variable file and player object\n");
res_man.killAll(true);
return true;
}
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bool Debugger::Cmd_Var(int argc, const char **argv) {
switch (argc) {
case 2:
Var_check(atoi(argv[1]));
break;
case 3:
Var_set(atoi(argv[1]), atoi(argv[2]));
break;
default:
Debug_Printf("Usage: %s number value\n", argv[0]);
break;
}
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return true;
}
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bool Debugger::Cmd_Rect(int argc, const char **argv) {
definingRectangles = !definingRectangles;
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if (definingRectangles)
Debug_Printf("Mouse rectangles enabled\n");
else
Debug_Printf("Mouse rectangles disabled\n");
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draggingRectangle = 0;
return true;
}
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bool Debugger::Cmd_Clear(int argc, const char **argv) {
res_man.killAllObjects(true);
return true;
}
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bool Debugger::Cmd_DebugOn(int argc, const char **argv) {
displayDebugText = true;
displayWalkGrid = true;
displayMouseMarker = true;
displayPlayerMarker = true;
displayTextNumbers = true;
Debug_Printf("Enabled all on-screen debug info\n");
return true;
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}
bool Debugger::Cmd_DebugOff(int argc, const char **argv) {
displayDebugText = false;
displayWalkGrid = false;
displayMouseMarker = false;
displayPlayerMarker = false;
displayTextNumbers = false;
Debug_Printf("Disabled all on-screen debug info\n");
return true;
}
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bool Debugger::Cmd_SaveRest(int argc, const char **argv) {
testingSnR = !testingSnR;
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if (testingSnR)
Debug_Printf("Enabled S&R logic_script stability checking\n");
else
Debug_Printf("Disabled S&R logic_script stability checking\n");
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return true;
}
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bool Debugger::Cmd_ListSaveGames(int argc, const char **argv) {
Debug_Printf("Savegames:\n");
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for (int i = 0; i < 100; i++) {
uint8 description[SAVE_DESCRIPTION_LEN];
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// if there is a save game print the name
if (GetSaveDescription(i, description) == SR_OK)
Debug_Printf("%d: \"%s\"\n", i, description);
}
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return true;
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}
bool Debugger::Cmd_SaveGame(int argc, const char **argv) {
char description[SAVE_DESCRIPTION_LEN];
int len = 0;
uint16 slotNo;
uint32 rv;
if (argc < 3) {
Debug_Printf("Usage: %s slot description\n", argv[0]);
return true;
}
// if mouse if off, or system menu is locked off
if (mouse_status || mouse_mode_locked) {
Debug_Printf("WARNING: Cannot save game while control menu unavailable!\n");
return true;
}
description[0] = 0;
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// FIXME: Strange things seem to happen if use too long savegame names,
// even when they're shorter than the maximum allowed length
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for (int i = 2; i < argc; i++) {
if (len + strlen(argv[i]) + 1 > SAVE_DESCRIPTION_LEN)
break;
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if (i == 2) {
strcpy(description, argv[i]);
len = strlen(argv[i]);
} else {
strcat(description, " ");
strcat(description, argv[i]);
len += (strlen(argv[i]) + 1);
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}
}
slotNo = atoi(argv[1]);
rv = SaveGame(slotNo, (uint8 *) description);
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if (rv == SR_OK)
Debug_Printf("Saved game \"%s\" to file \"savegame.%.3d\"\n", description, slotNo);
else if (rv == SR_ERR_FILEOPEN)
Debug_Printf("ERROR: Cannot open file \"savegame.%.3d\"\n", slotNo);
else // SR_ERR_WRITEFAIL
Debug_Printf("ERROR: Write error on file \"savegame.%.3d\"\n", slotNo);
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return true;
}
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bool Debugger::Cmd_RestoreGame(int argc, const char **argv) {
uint16 slotNo;
uint8 description[SAVE_DESCRIPTION_LEN];
uint32 rv;
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if (argc != 2) {
Debug_Printf("Usage: %s slot\n", argv[0]);
return true;
}
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// if mouse if off, or system menu is locked off
if (mouse_status || mouse_mode_locked) {
Debug_Printf("WARNING: Cannot restore game while control menu unavailable!\n");
return true;
}
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slotNo = atoi(argv[1]);
rv = RestoreGame(slotNo);
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if (rv == SR_OK) {
GetSaveDescription(slotNo, description);
Debug_Printf("Restored game \"%s\" from file \"savegame.%.3d\"\n", description, slotNo);
} else if (rv == SR_ERR_FILEOPEN)
Debug_Printf("ERROR: Cannot open file \"savegame.%.3d\"\n", slotNo);
else if (rv == SR_ERR_INCOMPATIBLE)
Debug_Printf("ERROR: \"savegame.%.3d\" is no longer compatible with current player/variable resources\n", slotNo);
else // SR_ERR_READFAIL
Debug_Printf("ERROR: Read error on file \"savegame.%.3d\"\n", slotNo);
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return true;
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}
// FIXME: Replace these with a command to modify the graphics detail setting
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bool Debugger::Cmd_BltFxOn(int argc, const char **argv) {
// g_display->setBltFx();
// Debug_Printf("Blit fx enabled\n");
Debug_Printf("FIXME: The setBltFx() function no longer exists\n");
return true;
}
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bool Debugger::Cmd_BltFxOff(int argc, const char **argv) {
// g_display->clearBltFx();
// Debug_Printf("Blit fx disabled\n");
Debug_Printf("FIXME: The clearBltFx() function no longer exists\n");
return true;
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}
bool Debugger::Cmd_TimeOn(int argc, const char **argv) {
if (argc == 2)
startTime = SVM_timeGetTime() - atoi(argv[1]) * 1000;
else if (startTime == 0)
startTime = SVM_timeGetTime();
displayTime = true;
Debug_Printf("Timer display on\n");
return true;
}
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bool Debugger::Cmd_TimeOff(int argc, const char **argv) {
displayTime = false;
Debug_Printf("Timer display off\n");
return true;
}
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bool Debugger::Cmd_Text(int argc, const char **argv) {
displayTextNumbers = !displayTextNumbers;
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if (displayTextNumbers)
Debug_Printf("Text numbers on\n");
else
Debug_Printf("Text numbers off\n");
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return true;
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}
bool Debugger::Cmd_ShowVar(int argc, const char **argv) {
int32 showVarNo = 0;
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int32 varNo;
if (argc != 2) {
Debug_Printf("Usage: %s number\n", argv[0]);
return true;
}
varNo = atoi(argv[1]);
// search for a spare slot in the watch-list, but also watch out for
// this variable already being in the list
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while (showVarNo < MAX_SHOWVARS && showVar[showVarNo] != 0 && showVar[showVarNo] != varNo)
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showVarNo++;
// if we've found a spare slot or the variable's already there
if (showVarNo < MAX_SHOWVARS) {
if (showVar[showVarNo] == 0) {
// empty slot - add it to the list at this slot
showVar[showVarNo] = varNo;
Debug_Printf("var(%d) added to the watch-list\n", varNo);
} else
Debug_Printf("var(%d) already in the watch-list!\n", varNo);
} else
Debug_Printf("Sorry - no more allowed - hide one or extend the system watch-list\n");
return true;
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}
bool Debugger::Cmd_HideVar(int argc, const char **argv) {
int32 showVarNo = 0;
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int32 varNo;
if (argc != 2) {
Debug_Printf("Usage: %s number\n", argv[0]);
return true;
}
varNo = atoi(argv[1]);
// search for 'varNo' in the watch-list
while (showVarNo < MAX_SHOWVARS && showVar[showVarNo] != varNo)
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showVarNo++;
if (showVarNo < MAX_SHOWVARS) {
// We've found 'varNo' in the list - clear this slot
showVar[showVarNo] = 0;
Debug_Printf("var(%d) removed from watch-list\n", varNo);
} else
Debug_Printf("Sorry - can't find var(%d) in the list\n", varNo);
return true;
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}
bool Debugger::Cmd_Version(int argc, const char **argv) {
// The version string is incomplete, so we may as well remove the code
// to extract information from it.
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#if 0
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#define HEAD_LEN 8
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// version & owner details
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// So version string is 18 bytes long :
// Version String = <8 byte header,5 character version, \0, INT32 time>
uint8 version_string[HEAD_LEN + 10] = { 1, 255, 37, 22, 45, 128, 34, 67 };
uint8 unencoded_name[HEAD_LEN + 48] = {
76, 185, 205, 23, 44, 34, 24, 34,
'R','e','v','o','l','u','t','i','o','n',' ',
'S','o','f','t','w','a','r','e',' ','L','t','d',
0 };
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struct tm *time;
time_t t;
char dateStamp[255];
char version[6];
strcpy(version, (char*) version_string + HEAD_LEN);
*(((unsigned char *) &t)) = *(version_string + 14);
*(((unsigned char *) &t) + 1) = *(version_string + 15);
*(((unsigned char *) &t) + 2) = *(version_string + 16);
*(((unsigned char *) &t) + 3) = *(version_string + 17);
time = localtime(&t);
sprintf(dateStamp, "%s", asctime(time));
dateStamp[24] = 0; // fudge over the newline character!
#endif
Debug_Printf("\"Broken Sword II\" (c) Revolution Software 1997.\n");
#if 0
Debug_Printf("v%s created on %s for %s\n", version, dateStamp, unencoded_name + HEAD_LEN);
#endif
#if 0
// THE FOLLOWING LINES ARE TO BE COMMENTED OUT OF THE FINAL VERSION
Debug_Printf("This program has a personalised fingerprint encrypted into the code.\n");
Debug_Printf("If this CD was not sent directly to you by Virgin Interactive or Revolution Software\n");
Debug_Printf("then please contact James Long at Revolution on (+44) 1904 639698.\n");
#endif
return true;
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}
bool Debugger::Cmd_SoftHard(int argc, const char **argv) {
Debug_Printf("ScummVM doesn't distinguish between software and hardware rendering.\n");
return true;
}
bool Debugger::Cmd_AnimTest(int argc, const char **argv) {
if (argc != 2) {
Debug_Printf("Usage: %s value\n", argv[0]);
return true;
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}
// Automatically do "s 32" to run the animation testing start script
Con_start(32);
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// Same as typing "VAR 912 <value>" at the console
Var_set(912, atoi(argv[1]));
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Debug_Printf("Setting flag 'system_testing_anims'\n");
return true;
}
bool Debugger::Cmd_TextTest(int argc, const char **argv) {
if (argc != 2) {
Debug_Printf("Usage: %s value\n", argv[0]);
return true;
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}
// Automatically do "s 33" to run the text/speech testing start script
Con_start(33);
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// Same as typing "VAR 1230 <value>" at the console
Var_set(1230, atoi(argv[1]));
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displayTextNumbers = true;
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Debug_Printf("Setting flag 'system_testing_text'\n");
Debug_Printf("Text numbers on\n");
return true;
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}
bool Debugger::Cmd_LineTest(int argc, const char **argv) {
if (argc != 3) {
Debug_Printf("Usage: %s value1 value2\n", argv[0]);
return true;
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}
// Automatically do "s 33" to run the text/speech testing start script
Con_start(33);
// Same as typing "VAR 1230 <value>" at the console
Var_set(1230, atoi(argv[1]));
// Same as typing "VAR 1264 <value>" at the console
Var_set(1264, atoi(argv[2]));
displayTextNumbers = true;
Debug_Printf("Setting flag 'system_testing_text'\n");
Debug_Printf("Setting flag 'system_test_line_no'\n");
Debug_Printf("Text numbers on\n");
return true;
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}
bool Debugger::Cmd_Grab(int argc, const char **argv) {
Debug_Printf("FIXME: Continuous screen-grabbing not implemented\n");
#if 0
grabbingSequences = !grabbingSequences;
if (grabbingSequences)
Debug_Printf("PCX-grabbing enabled\n");
else
Debug_Printf("PCX-grabbing disabled\n");
#endif
return true;
}
bool Debugger::Cmd_Events(int argc, const char **argv) {
Debug_Printf("EVENT LIST:\n");
for (uint32 i = 0; i < MAX_events; i++) {
if (event_list[i].id) {
uint32 target = event_list[i].id;
uint32 script = event_list[i].interact_id;
Debug_Printf("slot %d: id = %s (%d)\n", i, FetchObjectName(target), target);
Debug_Printf(" script = %s (%d) pos %d\n", FetchObjectName(script / 65536), script / 65536, script % 65536);
}
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}
return true;
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}
bool Debugger::Cmd_Sfx(int argc, const char **argv) {
wantSfxDebug = !wantSfxDebug;
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if (wantSfxDebug)
Debug_Printf("SFX logging activated\n");
else
Debug_Printf("SFX logging deactivated\n");
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return true;
}
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bool Debugger::Cmd_English(int argc, const char **argv) {
g_sword2->initialiseFontResourceFlags(DEFAULT_TEXT);
Debug_Printf("Default fonts selected\n");
return true;
}
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bool Debugger::Cmd_Finnish(int argc, const char **argv) {
g_sword2->initialiseFontResourceFlags(FINNISH_TEXT);
Debug_Printf("Finnish fonts selected\n");
return true;
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}
bool Debugger::Cmd_Polish(int argc, const char **argv) {
g_sword2->initialiseFontResourceFlags(POLISH_TEXT);
Debug_Printf("Polish fonts selected\n");
return true;
}
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// returns true if something has been completed
// completion has to be delete[]-ed then
bool Debugger::TabComplete(const char *input, char*& completion) {
// very basic tab completion
// for now it just supports command completions
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// adding completions of command parameters would be nice (but hard) :-)
// maybe also give a list of possible command completions?
// (but this will require changes to console)
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if (strchr(input, ' '))
return false; // already finished the first word
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unsigned int inputlen = strlen(input);
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unsigned int matchlen = 0;
char match[30]; // the max. command name is 30 chars
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for (int i = 0; i < _dcmd_count; i++) {
if (!strncmp(_dcmds[i].name, input, inputlen)) {
unsigned int commandlen = strlen(_dcmds[i].name);
if (commandlen == inputlen) { // perfect match
return false;
}
if (commandlen > inputlen) { // possible match
// no previous match
if (matchlen == 0) {
strcpy(match, _dcmds[i].name + inputlen);
matchlen = commandlen - inputlen;
} else {
// take common prefix of previous match and this command
unsigned int j;
for (j = 0; j < matchlen; j++) {
if (match[j] != _dcmds[i].name[inputlen + j]) break;
}
matchlen = j;
}
if (matchlen == 0)
return false;
}
}
}
if (matchlen == 0)
return false;
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completion = new char[matchlen + 1];
memcpy(completion, match, matchlen);
completion[matchlen] = 0;
return true;
}
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} // End of namespace Sword2