scummvm/sword2/console.cpp
Torbjörn Andersson 7c4cc25cec Enable the debug console. Actually, what I've done is to adapt the debug
console from the SCUMM engine. I decided that would be easier than to clean
up the original console code.

Unfortunately there's a bunch of code that I just copied - a pretty lousy
form of code-reusal. It'd be nice if the console could be made part of the
Engine class, or something like that.

Most of the debug commands seem to be working. Some aren't relevant for
ScummVM, and some are a bit obscure so I'm not quite sure what they're
supposed to be doing.

svn-id: r10978
2003-10-26 15:42:49 +00:00

905 lines
23 KiB
C++

/* 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.
*
* $Header$
*/
#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"
// FIXME: Much of this is copied from scumm/debugger.cpp which is a pretty
// lousy form of code reuse.
#ifdef _WIN32_WCE
extern void force_keyboard(bool);
#endif
namespace Sword2 {
bool wantSfxDebug = false; // sfx debug enabled/disabled from console
static void Var_check(int var) {
Debug_Printf("%d\n", VAR(var));
}
static void Var_set(int var, int val) {
Debug_Printf("was %d, ", VAR(var));
VAR(var) = val;
Debug_Printf("now %d\n", VAR(var));
}
Debugger::Debugger(Sword2Engine *s) {
_vm = s;
_frame_countdown = 0;
_dcmd_count = 0;
_detach_now = false;
_isAttached = false;
_errStr = 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);
}
void Debugger::attach(const char *entry) {
#ifdef _WIN32_WCE
force_keyboard(true);
#endif
if (entry) {
_errStr = strdup(entry);
}
_frame_countdown = 1;
_detach_now = false;
_isAttached = true;
}
void Debugger::detach() {
#if USE_CONSOLE
if (_vm->_debuggerDialog) {
_vm->_debuggerDialog->setInputeCallback(0, 0);
_vm->_debuggerDialog->setCompletionCallback(0, 0);
}
#endif
#ifdef _WIN32_WCE
force_keyboard(false);
#endif
_detach_now = false;
_isAttached = false;
}
// Temporary execution handler
void Debugger::onFrame() {
if (_frame_countdown == 0)
return;
--_frame_countdown;
if (!_frame_countdown) {
// Pause sound output
g_sound->pauseFx();
g_sound->pauseSpeech();
g_sound->pauseMusic();
// Enter debugger
enter();
// Resume previous sound state
g_sound->unpauseFx();
g_sound->unpauseSpeech();
g_sound->unpauseMusic();
// Restore old mouse cursor
g_display->drawMouse();
// Detach if we're finished with the debugger
if (_detach_now)
detach();
}
}
// Console handler
#if USE_CONSOLE
bool Debugger::debuggerInputCallback(ConsoleDialog *console, const char *input, void *refCon) {
Debugger *debugger = (Debugger *) refCon;
return debugger->RunCommand(input);
}
bool Debugger::debuggerCompletionCallback(ConsoleDialog *console, const char *input, char*& completion, void *refCon) {
Debugger *debugger = (Debugger *) refCon;
return debugger->TabComplete(input, completion);
}
#endif
///////////////////////////////////////////////////
// Now the fun stuff:
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;
_dcmd_count++;
}
// Main Debugger Loop
void Debugger::enter() {
#if USE_CONSOLE
if (!_vm->_debuggerDialog) {
_vm->_debuggerDialog = new ConsoleDialog(_vm->_newgui, 1.0, 0.67F);
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;
}
_vm->_debuggerDialog->setInputeCallback(debuggerInputCallback, this);
_vm->_debuggerDialog->setCompletionCallback(debuggerCompletionCallback, this);
_vm->_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];
do {
printf("debug> ");
if (!fgets(buf, sizeof(buf), stdin))
return;
i = strlen(buf);
while (i > 0 && buf[i - 1] == '\n')
buf[--i] = 0;
if (i == 0)
continue;
} while (RunCommand(buf));
#endif
}
// 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;
}
// Commands
bool Debugger::Cmd_Exit(int argc, const char **argv) {
_detach_now = true;
return false;
}
bool Debugger::Cmd_Help(int argc, const char **argv) {
// console normally has 39 line width
// wrap around nicely
int width = 0, size, i;
Debug_Printf("Commands are:\n");
for (i = 0 ; i < _dcmd_count ; i++) {
size = strlen(_dcmds[i].name) + 1;
if ((width + size) >= 39) {
Debug_Printf("\n");
width = size;
} else
width += size;
Debug_Printf("%s ", _dcmds[i].name);
}
Debug_Printf("\n");
return true;
}
bool Debugger::Cmd_Mem(int argc, const char **argv) {
memory.displayMemory();
return true;
}
bool Debugger::Cmd_Tony(int argc, const char **argv) {
Debug_Printf("What about him?\n");
return true;
}
bool Debugger::Cmd_Res(int argc, const char **argv) {
res_man.printConsoleClusters();
return true;
}
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 };
if (argc != 2) {
Debug_Printf("Usage: %s number\n", argv[0]);
return true;
}
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;
if (displayDebugText)
Debug_Printf("Info text on\n");
else
Debug_Printf("Info Text off\n");
return true;
}
bool Debugger::Cmd_WalkGrid(int argc, const char **argv) {
displayWalkGrid = !displayWalkGrid;
if (displayWalkGrid)
Debug_Printf("Walk-grid display on\n");
else
Debug_Printf("Walk-grid display off\n");
return true;
}
bool Debugger::Cmd_Mouse(int argc, const char **argv) {
displayMouseMarker = !displayMouseMarker;
if (displayMouseMarker)
Debug_Printf("Mouse marker on\n");
else
Debug_Printf("Mouse marker off\n");
return true;
}
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");
return true;
}
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;
}
bool Debugger::Cmd_CurrentInfo(int argc, const char **argv) {
Print_current_info();
return true;
}
bool Debugger::Cmd_RunList(int argc, const char **argv) {
g_logic.examineRunList();
return true;
}
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;
}
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;
}
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;
}
return true;
}
bool Debugger::Cmd_Rect(int argc, const char **argv) {
definingRectangles = !definingRectangles;
if (definingRectangles)
Debug_Printf("Mouse rectangles enabled\n");
else
Debug_Printf("Mouse rectangles disabled\n");
draggingRectangle = 0;
return true;
}
bool Debugger::Cmd_Clear(int argc, const char **argv) {
res_man.killAllObjects(true);
return true;
}
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;
}
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;
}
bool Debugger::Cmd_SaveRest(int argc, const char **argv) {
testingSnR = !testingSnR;
if (testingSnR)
Debug_Printf("Enabled S&R logic_script stability checking\n");
else
Debug_Printf("Disabled S&R logic_script stability checking\n");
return true;
}
bool Debugger::Cmd_ListSaveGames(int argc, const char **argv) {
Debug_Printf("Savegames:\n");
for (int i = 0; i < 100; i++) {
uint8 description[SAVE_DESCRIPTION_LEN];
// if there is a save game print the name
if (GetSaveDescription(i, description) == SR_OK)
Debug_Printf("%d: \"%s\"\n", i, description);
}
return true;
}
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;
// FIXME: Strange things seem to happen if use too long savegame names,
// even when they're shorter than the maximum allowed length
for (int i = 2; i < argc; i++) {
if (len + strlen(argv[i]) + 1 > SAVE_DESCRIPTION_LEN)
break;
if (i == 2) {
strcpy(description, argv[i]);
len = strlen(argv[i]);
} else {
strcat(description, " ");
strcat(description, argv[i]);
len += (strlen(argv[i]) + 1);
}
}
slotNo = atoi(argv[1]);
rv = SaveGame(slotNo, (uint8 *) description);
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);
return true;
}
bool Debugger::Cmd_RestoreGame(int argc, const char **argv) {
uint16 slotNo;
uint8 description[SAVE_DESCRIPTION_LEN];
uint32 rv;
if (argc != 2) {
Debug_Printf("Usage: %s slot\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 restore game while control menu unavailable!\n");
return true;
}
slotNo = atoi(argv[1]);
rv = RestoreGame(slotNo);
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);
return true;
}
// FIXME: Replace these with a command to modify the graphics detail setting
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;
}
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;
}
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;
}
bool Debugger::Cmd_TimeOff(int argc, const char **argv) {
displayTime = false;
Debug_Printf("Timer display off\n");
return true;
}
bool Debugger::Cmd_Text(int argc, const char **argv) {
displayTextNumbers = !displayTextNumbers;
if (displayTextNumbers)
Debug_Printf("Text numbers on\n");
else
Debug_Printf("Text numbers off\n");
return true;
}
bool Debugger::Cmd_ShowVar(int argc, const char **argv) {
int32 showVarNo = 0;
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
while (showVarNo < MAX_SHOWVARS && showVar[showVarNo] != 0 && showVar[showVarNo] != varNo)
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;
}
bool Debugger::Cmd_HideVar(int argc, const char **argv) {
int32 showVarNo = 0;
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)
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;
}
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.
#if 0
#define HEAD_LEN 8
// version & owner details
// 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 };
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;
}
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;
}
// Automatically do "s 32" to run the animation testing start script
Con_start(32);
// Same as typing "VAR 912 <value>" at the console
Var_set(912, atoi(argv[1]));
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;
}
// 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]));
displayTextNumbers = true;
Debug_Printf("Setting flag 'system_testing_text'\n");
Debug_Printf("Text numbers on\n");
return true;
}
bool Debugger::Cmd_LineTest(int argc, const char **argv) {
if (argc != 3) {
Debug_Printf("Usage: %s value1 value2\n", argv[0]);
return true;
}
// 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;
}
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);
}
}
return true;
}
bool Debugger::Cmd_Sfx(int argc, const char **argv) {
wantSfxDebug = !wantSfxDebug;
if (wantSfxDebug)
Debug_Printf("SFX logging activated\n");
else
Debug_Printf("SFX logging deactivated\n");
return true;
}
bool Debugger::Cmd_English(int argc, const char **argv) {
g_sword2->initialiseFontResourceFlags(DEFAULT_TEXT);
Debug_Printf("Default fonts selected\n");
return true;
}
bool Debugger::Cmd_Finnish(int argc, const char **argv) {
g_sword2->initialiseFontResourceFlags(FINNISH_TEXT);
Debug_Printf("Finnish fonts selected\n");
return true;
}
bool Debugger::Cmd_Polish(int argc, const char **argv) {
g_sword2->initialiseFontResourceFlags(POLISH_TEXT);
Debug_Printf("Polish fonts selected\n");
return true;
}
// 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
// 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)
if (strchr(input, ' '))
return false; // already finished the first word
unsigned int inputlen = strlen(input);
unsigned int matchlen = 0;
char match[30]; // the max. command name is 30 chars
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;
completion = new char[matchlen + 1];
memcpy(completion, match, matchlen);
completion[matchlen] = 0;
return true;
}
} // End of namespace Sword2