GRIM: Rename the debug command emi_jump to jump and make it work for Grim too.

This commit is contained in:
Joseph Jezak 2014-08-29 20:16:40 -04:00
parent ef403a49d0
commit 9b4e04e885
2 changed files with 11 additions and 4 deletions

View file

@ -33,7 +33,7 @@ Debugger::Debugger() :
registerCmd("check_gamedata", WRAP_METHOD(Debugger, cmd_checkFiles));
registerCmd("lua_do", WRAP_METHOD(Debugger, cmd_lua_do));
registerCmd("emi_jump", WRAP_METHOD(Debugger, cmd_emi_jump));
registerCmd("jump", WRAP_METHOD(Debugger, cmd_jump));
registerCmd("swap_renderer", WRAP_METHOD(Debugger, cmd_swap_renderer));
registerCmd("save", WRAP_METHOD(Debugger, cmd_save));
registerCmd("load", WRAP_METHOD(Debugger, cmd_load));
@ -71,12 +71,19 @@ bool Debugger::cmd_lua_do(int argc, const char **argv) {
return true;
}
bool Debugger::cmd_emi_jump(int argc, const char **argv) {
bool Debugger::cmd_jump(int argc, const char **argv) {
if (argc < 2) {
debugPrintf("Usage: jump <jump target>\n");
return true;
}
Common::String cmd = Common::String::format("dofile(\"_jumpscripts.lua\")\nstart_script(jump_script,\"%s\")", argv[1]);
// Escape from Monkey Island keeps the jump script in a separate file, so load it first
if (g_grim->getGameType() == GType_MONKEY4) {
Common::String loadJS = Common::String::format("dofile(\"_jumpscripts.lua\")\n");
g_grim->debugLua(loadJS.c_str());
}
// Start the jump_script Lua function with the desired target
Common::String cmd = Common::String::format("start_script(jump_script,\"%s\")", argv[1]);
g_grim->debugLua(cmd.c_str());
return true;
}

View file

@ -36,7 +36,7 @@ public:
bool cmd_checkFiles(int argc, const char **argv);
bool cmd_lua_do(int argc, const char **argv);
bool cmd_emi_jump(int argc, const char **argv);
bool cmd_jump(int argc, const char **argv);
bool cmd_swap_renderer(int argc, const char **argv);
bool cmd_save(int argc, const char **argv);
bool cmd_load(int argc, const char **argv);