mirror of
https://github.com/libretro/scummvm.git
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169 lines
4.5 KiB
C++
169 lines
4.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/file.h"
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#include "access/access.h"
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#include "access/debugger.h"
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#include "access/amazon/amazon_game.h"
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namespace Access {
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static int strToInt(const char *s) {
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if (!*s)
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// No string at all
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return 0;
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else if (toupper(s[strlen(s) - 1]) != 'H')
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// Standard decimal string
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return atoi(s);
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// Hexadecimal string
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uint tmp = 0;
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int read = sscanf(s, "%xh", &tmp);
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if (read < 1)
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error("strToInt failed on string \"%s\"", s);
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return (int)tmp;
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}
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Debugger *Debugger::init(AccessEngine *vm) {
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switch (vm->getGameID()) {
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case GType_Amazon:
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return new Amazon::AmazonDebugger(vm);
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default:
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return new Debugger(vm);
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}
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}
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void Debugger::postEnter() {
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if (!_playMovieFile.empty()) {
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_vm->playMovie(_playMovieFile, Common::Point(0, 0));
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_playMovieFile.clear();
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}
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_vm->pauseEngine(false);
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}
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/*------------------------------------------------------------------------*/
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Debugger::Debugger(AccessEngine *vm) : GUI::Debugger(), _vm(vm) {
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registerCmd("continue", WRAP_METHOD(Debugger, cmdExit));
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registerCmd("scene", WRAP_METHOD(Debugger, Cmd_LoadScene));
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registerCmd("cheat", WRAP_METHOD(Debugger, Cmd_Cheat));
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registerCmd("playmovie", WRAP_METHOD(Debugger, Cmd_PlayMovie));
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}
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Debugger::~Debugger() {
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}
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bool Debugger::Cmd_LoadScene(int argc, const char **argv) {
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switch (argc) {
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case 1:
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debugPrintf("Current scene is: %d\n\n", _vm->_player->_roomNumber);
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for (uint i = 0; i < _vm->_res->ROOMTBL.size(); i++)
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if (!_vm->_res->ROOMTBL[i]._desc.empty())
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debugPrintf("%d - %s\n", i, _vm->_res->ROOMTBL[i]._desc.c_str());
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return true;
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case 2: {
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int newRoom = strToInt(argv[1]);
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if (newRoom < 0 || newRoom >= (int)_vm->_res->ROOMTBL.size()) {
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debugPrintf("Invalid Room Number\n");
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return true;
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}
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if (_vm->_res->ROOMTBL[newRoom]._desc.empty()) {
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debugPrintf("Unused Room Number\n");
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return true;
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}
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_vm->_player->_roomNumber = newRoom;
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_vm->_room->_function = FN_CLEAR1;
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_vm->freeChar();
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_vm->_converseMode = 0;
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_vm->_scripts->_endFlag = true;
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_vm->_scripts->_returnCode = 0;
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return false;
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}
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default:
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debugPrintf("Current scene is: %d\n", _vm->_player->_roomNumber);
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debugPrintf("Usage: %s <scene number>\n", argv[0]);
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return true;
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}
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}
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bool Debugger::Cmd_Cheat(int argc, const char **argv) {
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if (argc != 1) {
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debugPrintf("Usage: %s\n", argv[0]);
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debugPrintf("Switches on/off the cheat mode\n");
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return true;
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}
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_vm->_cheatFl = !_vm->_cheatFl;
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debugPrintf("Cheat is now %s\n", _vm->_cheatFl ? "ON" : "OFF");
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return true;
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}
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bool Debugger::Cmd_PlayMovie(int argc, const char **argv) {
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if (argc != 2) {
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debugPrintf("Format: playmovie <movie-file>\n");
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return true;
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}
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// play gets postponed until debugger is closed
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Common::String filename = argv[1];
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_playMovieFile = filename;
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return cmdExit(0, 0);
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}
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/*------------------------------------------------------------------------*/
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namespace Amazon {
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AmazonDebugger::AmazonDebugger(AccessEngine *vm) : Debugger(vm) {
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registerCmd("chapter", WRAP_METHOD(AmazonDebugger, Cmd_StartChapter));
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}
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bool AmazonDebugger::Cmd_StartChapter(int argc, const char **argv) {
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if (argc != 2) {
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debugPrintf("Usage: %s <chapter number>\n", argv[0]);
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return true;
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}
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// Build up a simple one line script to start the given chapter
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byte *chapterScript = (byte *)malloc(5);
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chapterScript[0] = SCRIPT_START_BYTE;
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chapterScript[1] = ROOM_SCRIPT % 256;
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chapterScript[2] = ROOM_SCRIPT / 256;
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chapterScript[3] = 0x80 + 75; // cmdChapter
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chapterScript[4] = strToInt(argv[1]); // chapter number
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_vm->_scripts->setScript(new Resource(chapterScript, 5), true);
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return false;
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}
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} // End of namespace Amazon
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} // End of namespace Access
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