scummvm/engines/tsage/debugger.cpp

711 lines
21 KiB
C++

/* 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.
*
*/
#include "tsage/debugger.h"
#include "tsage/globals.h"
#include "tsage/graphics.h"
#include "tsage/ringworld/ringworld_logic.h"
#include "tsage/blue_force/blueforce_logic.h"
#include "tsage/ringworld2/ringworld2_logic.h"
namespace TsAGE {
Debugger::Debugger() : GUI::Debugger() {
DCmd_Register("continue", WRAP_METHOD(Debugger, Cmd_Exit));
DCmd_Register("scene", WRAP_METHOD(Debugger, Cmd_Scene));
DCmd_Register("walk_regions", WRAP_METHOD(Debugger, Cmd_WalkRegions));
DCmd_Register("priority_regions", WRAP_METHOD(Debugger, Cmd_PriorityRegions));
DCmd_Register("scene_regions", WRAP_METHOD(Debugger, Cmd_SceneRegions));
DCmd_Register("setflag", WRAP_METHOD(Debugger, Cmd_SetFlag));
DCmd_Register("getflag", WRAP_METHOD(Debugger, Cmd_GetFlag));
DCmd_Register("clearflag", WRAP_METHOD(Debugger, Cmd_ClearFlag));
DCmd_Register("listobjects", WRAP_METHOD(Debugger, Cmd_ListObjects));
DCmd_Register("moveobject", WRAP_METHOD(Debugger, Cmd_MoveObject));
DCmd_Register("hotspots", WRAP_METHOD(Debugger, Cmd_Hotspots));
DCmd_Register("sound", WRAP_METHOD(Debugger, Cmd_Sound));
}
static int strToInt(const char *s) {
if (!*s)
// No string at all
return 0;
else if (toupper(s[strlen(s) - 1]) != 'H')
// Standard decimal string
return atoi(s);
// Hexadecimal string
uint tmp = 0;
int read = sscanf(s, "%xh", &tmp);
if (read < 1)
error("strToInt failed on string \"%s\"", s);
return (int)tmp;
}
/**
* This command loads up the specified new scene number
*/
bool Debugger::Cmd_Scene(int argc, const char **argv) {
if (argc < 2) {
DebugPrintf("Usage: %s <scene number> [prior scene #]\n", argv[0]);
return true;
}
if (argc == 3)
g_globals->_sceneManager._sceneNumber = strToInt(argv[2]);
g_globals->_sceneManager.changeScene(strToInt(argv[1]));
return false;
}
/**
* This command draws the walk regions onto the screen
*/
bool Debugger::Cmd_WalkRegions(int argc, const char **argv) {
if (argc != 1) {
DebugPrintf("Usage: %s\n", argv[0]);
return true;
}
// Color index to use for the first walk region
int color = 16;
// Lock the background surface for access
Graphics::Surface destSurface = g_globals->_sceneManager._scene->_backSurface.lockSurface();
// Loop through drawing each walk region in a different color to the background surface
Common::String regionsDesc;
for (uint regionIndex = 0; regionIndex < g_globals->_walkRegions._regionList.size(); ++regionIndex, ++color) {
WalkRegion &wr = g_globals->_walkRegions._regionList[regionIndex];
// Skip the region if it's in the list of explicitly disabled regions
if (contains(g_globals->_walkRegions._disabledRegions, (int)regionIndex + 1))
continue;
for (int yp = wr._bounds.top; yp < wr._bounds.bottom; ++yp) {
LineSliceSet sliceSet = wr.getLineSlices(yp);
for (uint idx = 0; idx < sliceSet.items.size(); ++idx)
destSurface.hLine(sliceSet.items[idx].xs - g_globals->_sceneOffset.x, yp,
sliceSet.items[idx].xe - g_globals->_sceneOffset.x, color);
}
regionsDesc += Common::String::format("Region #%d d bounds=%d,%d,%d,%d\n",
regionIndex, wr._bounds.left, wr._bounds.top, wr._bounds.right, wr._bounds.bottom);
}
// Release the surface
g_globals->_sceneManager._scene->_backSurface.unlockSurface();
// Mark the scene as requiring a full redraw
g_globals->_paneRefreshFlag[0] = 2;
DebugPrintf("Total regions = %d\n", g_globals->_walkRegions._regionList.size());
DebugPrintf("%s\n", regionsDesc.c_str());
return false;
}
/*
* This command draws the priority regions onto the screen
*/
bool Debugger::Cmd_PriorityRegions(int argc, const char **argv) {
int regionNum = 0;
// Check for an optional specific region to display
if (argc == 2)
regionNum = strToInt(argv[1]);
// Color index to use for the first priority region
int color = 16;
int count = 0;
// Lock the background surface for access
Graphics::Surface destSurface = g_globals->_sceneManager._scene->_backSurface.lockSurface();
Common::List<Region>::iterator i = g_globals->_sceneManager._scene->_priorities.begin();
Common::String regionsDesc;
for (; i != g_globals->_sceneManager._scene->_priorities.end(); ++i, ++color, ++count) {
Region &r = *i;
if ((regionNum == 0) || (regionNum == (count + 1))) {
for (int y = 0; y < destSurface.h; ++y) {
byte *destP = (byte *)destSurface.getBasePtr(0, y);
for (int x = 0; x < destSurface.w; ++x) {
if (r.contains(Common::Point(g_globals->_sceneManager._scene->_sceneBounds.left + x,
g_globals->_sceneManager._scene->_sceneBounds.top + y)))
*destP = color;
++destP;
}
}
}
regionsDesc += Common::String::format("Region Priority = %d bounds=%d,%d,%d,%d\n",
r._regionId, r._bounds.left, r._bounds.top, r._bounds.right, r._bounds.bottom);
}
// Release the surface
g_globals->_sceneManager._scene->_backSurface.unlockSurface();
// Mark the scene as requiring a full redraw
g_globals->_paneRefreshFlag[0] = 2;
DebugPrintf("Total regions = %d\n", count);
DebugPrintf("%s", regionsDesc.c_str());
return true;
}
/*
* This command draws the scene regions onto the screen. These are the regions
* used by hotspots that have non-rectangular areas.
*/
bool Debugger::Cmd_SceneRegions(int argc, const char **argv) {
int regionNum = 0;
// Check for an optional specific region to display
if (argc == 2)
regionNum = strToInt(argv[1]);
// Color index to use for the first priority region
int color = 16;
int count = 0;
// Lock the background surface for access
Graphics::Surface destSurface = g_globals->_sceneManager._scene->_backSurface.lockSurface();
Common::List<Region>::iterator i = g_globals->_sceneRegions.begin();
Common::String regionsDesc;
for (; i != g_globals->_sceneRegions.end(); ++i, ++color, ++count) {
Region &r = *i;
if ((regionNum == 0) || (regionNum == (count + 1))) {
for (int y = 0; y < destSurface.h; ++y) {
byte *destP = (byte *)destSurface.getBasePtr(0, y);
for (int x = 0; x < destSurface.w; ++x) {
if (r.contains(Common::Point(g_globals->_sceneManager._scene->_sceneBounds.left + x,
g_globals->_sceneManager._scene->_sceneBounds.top + y)))
*destP = color;
++destP;
}
}
}
regionsDesc += Common::String::format("Region id = %d bounds=%d,%d,%d,%d\n",
r._regionId, r._bounds.left, r._bounds.top, r._bounds.right, r._bounds.bottom);
}
// Release the surface
g_globals->_sceneManager._scene->_backSurface.unlockSurface();
// Mark the scene as requiring a full redraw
g_globals->_paneRefreshFlag[0] = 2;
DebugPrintf("Total regions = %d\n", count);
DebugPrintf("%s", regionsDesc.c_str());
return true;
}
/*
* This command sets a flag
*/
bool Debugger::Cmd_SetFlag(int argc, const char **argv) {
// Check for a flag to set
if (argc != 2) {
DebugPrintf("Usage: %s <flag number>\n", argv[0]);
return true;
}
int flagNum = strToInt(argv[1]);
g_globals->setFlag(flagNum);
return true;
}
/*
* This command gets the value of a flag
*/
bool Debugger::Cmd_GetFlag(int argc, const char **argv) {
// Check for an flag to display
if (argc != 2) {
DebugPrintf("Usage: %s <flag number>\n", argv[0]);
return true;
}
int flagNum = strToInt(argv[1]);
DebugPrintf("Value: %d\n", g_globals->getFlag(flagNum));
return true;
}
/*
* This command clears a flag
*/
bool Debugger::Cmd_ClearFlag(int argc, const char **argv) {
// Check for a flag to clear
if (argc != 2) {
DebugPrintf("Usage: %s <flag number>\n", argv[0]);
return true;
}
int flagNum = strToInt(argv[1]);
g_globals->clearFlag(flagNum);
return true;
}
/**
* Show any active hotspot areas in the scene
*/
bool Debugger::Cmd_Hotspots(int argc, const char **argv) {
int colIndex = 16;
const Rect &sceneBounds = g_globals->_sceneManager._scene->_sceneBounds;
// Lock the background surface for access
Graphics::Surface destSurface = g_globals->_sceneManager._scene->_backSurface.lockSurface();
// Iterate through the scene items
SynchronizedList<SceneItem *>::iterator i;
for (i = g_globals->_sceneItems.reverse_begin(); i != g_globals->_sceneItems.end(); --i, ++colIndex) {
SceneItem *o = *i;
// Draw the contents of the hotspot area
if (o->_sceneRegionId == 0) {
// Scene item doesn't use a region, so fill in the entire area
if ((o->_bounds.right > o->_bounds.left) && (o->_bounds.bottom > o->_bounds.top))
destSurface.fillRect(Rect(o->_bounds.left - sceneBounds.left, o->_bounds.top - sceneBounds.top,
o->_bounds.right - sceneBounds.left - 1, o->_bounds.bottom - sceneBounds.top - 1), colIndex);
} else {
// Scene uses a region, so get it and use it to fill out only the correct parts
SceneRegions::iterator ri = g_globals->_sceneRegions.begin();
while ((ri != g_globals->_sceneRegions.end()) && ((*ri)._regionId != o->_sceneRegionId))
++ri;
if (ri != g_globals->_sceneRegions.end()) {
// Fill out the areas defined by the region
Region &r = *ri;
for (int y = r._bounds.top; y < r._bounds.bottom; ++y) {
LineSliceSet set = r.getLineSlices(y);
for (uint p = 0; p < set.items.size(); ++p)
destSurface.hLine(set.items[p].xs - sceneBounds.left, y - sceneBounds.top,
set.items[p].xe - sceneBounds.left - 1, colIndex);
}
}
}
}
// Release the surface
g_globals->_sceneManager._scene->_backSurface.unlockSurface();
// Mark the scene as requiring a full redraw
g_globals->_paneRefreshFlag[0] = 2;
return false;
}
/**
* Play the specified sound
*/
bool Debugger::Cmd_Sound(int argc, const char **argv) {
if (argc != 2) {
DebugPrintf("Usage: %s <sound number>\n", argv[0]);
return true;
}
int soundNum = strToInt(argv[1]);
g_globals->_soundHandler.play(soundNum);
return false;
}
/*
* This command lists the objects available, and their ID
*/
bool DemoDebugger::Cmd_ListObjects(int argc, const char **argv) {
DebugPrintf("Not available in Demo\n");
return true;
}
bool DemoDebugger::Cmd_MoveObject(int argc, const char **argv) {
DebugPrintf("Not available in Demo\n");
return true;
}
/*
* This command lists the objects available, and their ID
*/
bool RingworldDebugger::Cmd_ListObjects(int argc, const char **argv) {
if (argc != 1) {
DebugPrintf("Usage: %s\n", argv[0]);
return true;
}
DebugPrintf("Available objects for this game are:\n");
DebugPrintf("0 - Stunner\n");
DebugPrintf("1 - Scanner\n");
DebugPrintf("2 - Stasis Box\n");
DebugPrintf("3 - Info Disk\n");
DebugPrintf("4 - Stasis Negator\n");
DebugPrintf("5 - Key Device\n");
DebugPrintf("6 - Medkit\n");
DebugPrintf("7 - Ladder\n");
DebugPrintf("8 - Rope\n");
DebugPrintf("9 - Key\n");
DebugPrintf("10 - Translator\n");
DebugPrintf("11 - Ale\n");
DebugPrintf("12 - Paper\n");
DebugPrintf("13 - Waldos\n");
DebugPrintf("14 - Stasis Box 2\n");
DebugPrintf("15 - Ring\n");
DebugPrintf("16 - Cloak\n");
DebugPrintf("17 - Tunic\n");
DebugPrintf("18 - Candle\n");
DebugPrintf("19 - Straw\n");
DebugPrintf("20 - Scimitar\n");
DebugPrintf("21 - Sword\n");
DebugPrintf("22 - Helmet\n");
DebugPrintf("23 - Items\n");
DebugPrintf("24 - Concentrator\n");
DebugPrintf("25 - Nullifier\n");
DebugPrintf("26 - Peg\n");
DebugPrintf("27 - Vial\n");
DebugPrintf("28 - Jacket\n");
DebugPrintf("29 - Tunic 2\n");
DebugPrintf("30 - Bone\n");
DebugPrintf("31 - Empty Jar\n");
DebugPrintf("32 - Jar\n");
return true;
}
/*
* This command gets an item, or move it to a room
*/
bool RingworldDebugger::Cmd_MoveObject(int argc, const char **argv) {
// Check for a flag to clear
if ((argc < 2) || (argc > 3)){
DebugPrintf("Usage: %s <object number> [<scene number>]\n", argv[0]);
DebugPrintf("If no scene is specified, the object will be added to inventory\n");
return true;
}
int objNum = strToInt(argv[1]);
int sceneNum = 1;
if (argc == 3)
sceneNum = strToInt(argv[2]);
switch (objNum) {
case OBJECT_STUNNER:
RING_INVENTORY._stunner._sceneNumber = sceneNum;
break;
case OBJECT_SCANNER:
RING_INVENTORY._scanner._sceneNumber = sceneNum;
break;
case OBJECT_STASIS_BOX:
RING_INVENTORY._stasisBox._sceneNumber = sceneNum;
break;
case OBJECT_INFODISK:
RING_INVENTORY._infoDisk._sceneNumber = sceneNum;
break;
case OBJECT_STASIS_NEGATOR:
RING_INVENTORY._stasisNegator._sceneNumber = sceneNum;
break;
case OBJECT_KEY_DEVICE:
RING_INVENTORY._keyDevice._sceneNumber = sceneNum;
break;
case OBJECT_MEDKIT:
RING_INVENTORY._medkit._sceneNumber = sceneNum;
break;
case OBJECT_LADDER:
RING_INVENTORY._ladder._sceneNumber = sceneNum;
break;
case OBJECT_ROPE:
RING_INVENTORY._rope._sceneNumber = sceneNum;
break;
case OBJECT_KEY:
RING_INVENTORY._key._sceneNumber = sceneNum;
break;
case OBJECT_TRANSLATOR:
RING_INVENTORY._translator._sceneNumber = sceneNum;
break;
case OBJECT_ALE:
RING_INVENTORY._ale._sceneNumber = sceneNum;
break;
case OBJECT_PAPER:
RING_INVENTORY._paper._sceneNumber = sceneNum;
break;
case OBJECT_WALDOS:
RING_INVENTORY._waldos._sceneNumber = sceneNum;
break;
case OBJECT_STASIS_BOX2:
RING_INVENTORY._stasisBox2._sceneNumber = sceneNum;
break;
case OBJECT_RING:
RING_INVENTORY._ring._sceneNumber = sceneNum;
break;
case OBJECT_CLOAK:
RING_INVENTORY._cloak._sceneNumber = sceneNum;
break;
case OBJECT_TUNIC:
RING_INVENTORY._tunic._sceneNumber = sceneNum;
break;
case OBJECT_CANDLE:
RING_INVENTORY._candle._sceneNumber = sceneNum;
break;
case OBJECT_STRAW:
RING_INVENTORY._straw._sceneNumber = sceneNum;
break;
case OBJECT_SCIMITAR:
RING_INVENTORY._scimitar._sceneNumber = sceneNum;
break;
case OBJECT_SWORD:
RING_INVENTORY._sword._sceneNumber = sceneNum;
break;
case OBJECT_HELMET:
RING_INVENTORY._helmet._sceneNumber = sceneNum;
break;
case OBJECT_ITEMS:
RING_INVENTORY._items._sceneNumber = sceneNum;
break;
case OBJECT_CONCENTRATOR:
RING_INVENTORY._concentrator._sceneNumber = sceneNum;
break;
case OBJECT_NULLIFIER:
RING_INVENTORY._nullifier._sceneNumber = sceneNum;
break;
case OBJECT_PEG:
RING_INVENTORY._peg._sceneNumber = sceneNum;
break;
case OBJECT_VIAL:
RING_INVENTORY._vial._sceneNumber = sceneNum;
break;
case OBJECT_JACKET:
RING_INVENTORY._jacket._sceneNumber = sceneNum;
break;
case OBJECT_TUNIC2:
RING_INVENTORY._tunic2._sceneNumber = sceneNum;
break;
case OBJECT_BONE:
RING_INVENTORY._bone._sceneNumber = sceneNum;
break;
case OBJECT_EMPTY_JAR:
RING_INVENTORY._emptyJar._sceneNumber = sceneNum;
break;
case OBJECT_JAR:
RING_INVENTORY._jar._sceneNumber = sceneNum;
break;
default:
DebugPrintf("Invalid object Id %s\n", argv[1]);
break;
}
return true;
}
/*
* This command lists the objects available, and their ID
*/
bool BlueForceDebugger::Cmd_ListObjects(int argc, const char **argv) {
if (argc != 1) {
DebugPrintf("Usage: %s\n", argv[0]);
return true;
}
DebugPrintf("Available objects for this game are:\n");
DebugPrintf("1 - INV_COLT45\n");
DebugPrintf("2 - INV_AMMO_CLIP\n");
DebugPrintf("3 - INV_SPARE_CLIP\n");
DebugPrintf("4 - INV_HANDCUFFS\n");
DebugPrintf("5 - INV_GREENS_GUN\n");
DebugPrintf("6 - INV_TICKET_BOOK\n");
DebugPrintf("7 - INV_MIRANDA_CARD\n");
DebugPrintf("8 - INV_FOREST_RAP\n");
DebugPrintf("9 - INV_GREEN_ID\n");
DebugPrintf("10 - INV_BASEBALL_CARD\n");
DebugPrintf("11 - INV_BOOKING_GREEN\n");
DebugPrintf("12 - INV_FLARE\n");
DebugPrintf("13 - INV_COBB_RAP\n");
DebugPrintf("14 - INV_22_BULLET\n");
DebugPrintf("15 - INV_AUTO_RIFLE\n");
DebugPrintf("16 - INV_WIG\n");
DebugPrintf("17 - INV_FRANKIE_ID\n");
DebugPrintf("18 - INV_TYRONE_ID\n");
DebugPrintf("19 - INV_22_SNUB\n");
DebugPrintf("20 - INV_BOOKING_FRANKIE\n");
DebugPrintf("21 - INV_BOOKING_GANG\n");
DebugPrintf("22 - INV_FBI_TELETYPE\n");
DebugPrintf("23 - INV_DA_NOTE\n");
DebugPrintf("24 - INV_PRINT_OUT\n");
DebugPrintf("25 - INV_WAREHOUSE_KEYS\n");
DebugPrintf("26 - INV_CENTER_PUNCH\n");
DebugPrintf("27 - INV_TRANQ_GUN\n");
DebugPrintf("28 - INV_HOOK\n");
DebugPrintf("29 - INV_RAGS\n");
DebugPrintf("30 - INV_JAR\n");
DebugPrintf("31 - INV_SCREWDRIVER\n");
DebugPrintf("32 - INV_D_FLOPPY\n");
DebugPrintf("33 - INV_BLANK_DISK\n");
DebugPrintf("34 - INV_STICK\n");
DebugPrintf("35 - INV_CRATE1\n");
DebugPrintf("36 - INV_CRATE2\n");
DebugPrintf("37 - INV_SHOEBOX\n");
DebugPrintf("38 - INV_BADGE\n");
DebugPrintf("39 - INV_RENTAL_COUPON\n");
DebugPrintf("40 - INV_NICKEL\n");
DebugPrintf("41 - INV_LYLE_CARD\n");
DebugPrintf("42 - INV_CARTER_NOTE\n");
DebugPrintf("43 - INV_MUG_SHOT\n");
DebugPrintf("44 - INV_CLIPPING\n");
DebugPrintf("45 - INV_MICROFILM \n");
DebugPrintf("46 - INV_WAVE_KEYS\n");
DebugPrintf("47 - INV_RENTAL_KEYS\n");
DebugPrintf("48 - INV_NAPKIN\n");
DebugPrintf("49 - INV_DMV_PRINTOUT\n");
DebugPrintf("50 - INV_FISHING_NET\n");
DebugPrintf("51 - INV_ID\n");
DebugPrintf("52 - INV_9MM_BULLETS\n");
DebugPrintf("53 - INV_SCHEDULE\n");
DebugPrintf("54 - INV_GRENADES\n");
DebugPrintf("55 - INV_YELLOW_CORD\n");
DebugPrintf("56 - INV_HALF_YELLOW_CORD\n");
DebugPrintf("57 - INV_BLACK_CORD\n");
DebugPrintf("58 - INV_HALF_BLACK_CORD\n");
DebugPrintf("59 - INV_WARRANT\n");
DebugPrintf("60 - INV_JACKET\n");
DebugPrintf("61 - INV_GREENS_KNIFE\n");
DebugPrintf("62 - INV_DOG_WHISTLE\n");
DebugPrintf("63 - INV_AMMO_BELT\n");
DebugPrintf("64 - INV_CARAVAN_KEY\n");
return true;
}
bool BlueForceDebugger::Cmd_MoveObject(int argc, const char **argv) {
// Check for a flag to clear
if ((argc < 2) || (argc > 3)){
DebugPrintf("Usage: %s <object number> [<scene number>]\n", argv[0]);
DebugPrintf("If no scene is specified, the object will be added to inventory\n");
return true;
}
int objNum = strToInt(argv[1]);
int sceneNum = 1;
if (argc == 3)
sceneNum = strToInt(argv[2]);
if ((objNum > 0) && (objNum < 65))
BF_INVENTORY.setObjectScene(objNum, sceneNum);
else
DebugPrintf("Invalid object Id %s\n", argv[1]);
return true;
}
/*
* This command lists the objects available, and their ID
*/
bool Ringworld2Debugger::Cmd_ListObjects(int argc, const char **argv) {
if (argc != 1) {
DebugPrintf("Usage: %s\n", argv[0]);
return true;
}
DebugPrintf("Available objects for this game are:\n");
DebugPrintf("1 - R2_OPTO_DISK\n");
DebugPrintf("2 - R2_2\n");
DebugPrintf("3 - R2_NEGATOR_GUN\n");
DebugPrintf("4 - R2_STEPPING_DISKS\n");
DebugPrintf("5 - R2_5\n");
DebugPrintf("6 - R2_6\n");
DebugPrintf("7 - R2_7\n");
DebugPrintf("8 - R2_8\n");
DebugPrintf("9 - R2_9\n");
DebugPrintf("10 - R2_10\n");
DebugPrintf("11 - R2_11\n");
DebugPrintf("12 - R2_12\n");
DebugPrintf("13 - R2_13\n");
DebugPrintf("14 - R2_14\n");
DebugPrintf("15 - R2_15\n");
DebugPrintf("16 - R2_16\n");
DebugPrintf("17 - R2_17\n");
DebugPrintf("18 - R2_18\n");
DebugPrintf("19 - R2_19\n");
DebugPrintf("20 - R2_20\n");
DebugPrintf("21 - R2_21\n");
DebugPrintf("22 - R2_22\n");
DebugPrintf("23 - R2_23\n");
DebugPrintf("24 - R2_24\n");
DebugPrintf("25 - R2_25\n");
DebugPrintf("26 - R2_26\n");
DebugPrintf("27 - R2_27\n");
DebugPrintf("28 - R2_28\n");
DebugPrintf("29 - R2_29\n");
DebugPrintf("30 - R2_30\n");
DebugPrintf("31 - R2_31\n");
DebugPrintf("32 - R2_32\n");
DebugPrintf("33 - R2_33\n");
DebugPrintf("34 - R2_34\n");
DebugPrintf("35 - R2_35\n");
DebugPrintf("36 - R2_36\n");
DebugPrintf("37 - R2_37\n");
DebugPrintf("38 - R2_38\n");
DebugPrintf("39 - R2_39\n");
DebugPrintf("40 - R2_40\n");
DebugPrintf("41 - R2_41\n");
DebugPrintf("42 - R2_42\n");
DebugPrintf("43 - R2_43\n");
DebugPrintf("44 - R2_44\n");
DebugPrintf("45 - R2_45\n");
DebugPrintf("46 - R2_46\n");
DebugPrintf("47 - R2_47\n");
DebugPrintf("48 - R2_48\n");
DebugPrintf("49 - R2_49\n");
DebugPrintf("50 - R2_50\n");
DebugPrintf("51 - R2_51\n");
DebugPrintf("52 - R2_52\n");
return true;
}
bool Ringworld2Debugger::Cmd_MoveObject(int argc, const char **argv) {
// Check for a flag to clear
if ((argc < 2) || (argc > 3)){
DebugPrintf("Usage: %s <object number> [<scene number>]\n", argv[0]);
DebugPrintf("If no scene is specified, the object will be added to inventory\n");
return true;
}
int objNum = strToInt(argv[1]);
int sceneNum = 1;
if (argc == 3)
sceneNum = strToInt(argv[2]);
if ((objNum > 0) && (objNum < 53))
R2_INVENTORY.setObjectScene(objNum, sceneNum);
else
DebugPrintf("Invalid object Id %s\n", argv[1]);
return true;
}
} // End of namespace TsAGE