mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-26 11:46:54 +00:00
66e9d4f5e8
svn-id: r30664
260 lines
7.4 KiB
C++
260 lines
7.4 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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// Console module
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#include "saga/saga.h"
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#include "saga/actor.h"
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#include "saga/animation.h"
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#include "saga/scene.h"
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#include "saga/script.h"
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#include "saga/console.h"
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namespace Saga {
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Console::Console(SagaEngine *vm) : GUI::Debugger() {
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_vm = vm;
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DCmd_Register("continue", WRAP_METHOD(Console, Cmd_Exit));
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// CVAR_Register_I(&_soundEnabled, "sound", NULL, CVAR_CFG, 0, 1);
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// CVAR_Register_I(&_musicEnabled, "music", NULL, CVAR_CFG, 0, 1);
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// Actor commands
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DCmd_Register("actor_walk_to", WRAP_METHOD(Console, cmdActorWalkTo));
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// Animation commands
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DCmd_Register("anim_info", WRAP_METHOD(Console, cmdAnimInfo));
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DCmd_Register("cutaway_info", WRAP_METHOD(Console, cmdCutawayInfo));
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DCmd_Register("play_cutaway", WRAP_METHOD(Console, cmdPlayCutaway));
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// Game stuff
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#if 0
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#define MAXPATH 512
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// Register "g_language" cfg cvar
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strncpy(GameModule.game_language, "us", MAXPATH);
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CVAR_Register_S(GameModule.game_language, "g_language", NULL, CVAR_CFG, GAME_LANGSTR_LIMIT);
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// Register "g_skipintro" cfg cvar
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CVAR_Register_I(&GameModule.g_skipintro, "g_skipintro", NULL, CVAR_CFG, 0, 1);
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#endif
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// Scene commands
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DCmd_Register("current_scene", WRAP_METHOD(Console, cmdCurrentScene));
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DCmd_Register("current_chapter", WRAP_METHOD(Console, cmdCurrentChapter));
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DCmd_Register("scene_change", WRAP_METHOD(Console, cmdSceneChange));
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DCmd_Register("chapter_change", WRAP_METHOD(Console, cmdChapterChange));
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DCmd_Register("action_map_info", WRAP_METHOD(Console, cmdActionMapInfo));
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DCmd_Register("object_map_info", WRAP_METHOD(Console, cmdObjectMapInfo));
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// Panel commands
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DCmd_Register("current_panel_mode", WRAP_METHOD(Console, cmdCurrentPanelMode));
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DCmd_Register("set_panel_mode", WRAP_METHOD(Console, cmdSetPanelMode));
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// Font commands
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DCmd_Register("set_font_mapping", WRAP_METHOD(Console, cmdSetFontMapping));
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// Global flags commands
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DCmd_Register("global_flags_info", WRAP_METHOD(Console, cmdGlobalFlagsInfo));
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DCmd_Register("set_global_flag", WRAP_METHOD(Console, cmdSetGlobalFlag));
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DCmd_Register("clear_global_flag", WRAP_METHOD(Console, cmdClearGlobalFlag));
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}
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Console::~Console() {
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}
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bool Console::cmdActorWalkTo(int argc, const char **argv) {
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if (argc != 4)
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DebugPrintf("Usage: %s <Actor id> <lx> <ly>\n", argv[0]);
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else
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_vm->_actor->cmdActorWalkTo(argc, argv);
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return true;
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}
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bool Console::cmdAnimInfo(int argc, const char **argv) {
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_vm->_anim->animInfo();
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return true;
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}
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bool Console::cmdCutawayInfo(int argc, const char **argv) {
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_vm->_anim->cutawayInfo();
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return true;
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}
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bool Console::cmdPlayCutaway(int argc, const char **argv) {
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if (argc != 2)
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DebugPrintf("Usage: %s <Cutaway number>\n", argv[0]);
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else
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_vm->_anim->playCutaway(atoi(argv[1]), false);
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return true;
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}
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bool Console::cmdCurrentScene(int argc, const char **argv) {
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DebugPrintf("Current Scene is: %i, scene resource id: %i\n",
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_vm->_scene->currentSceneNumber(), _vm->_scene->currentSceneResourceId());
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return true;
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}
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bool Console::cmdCurrentChapter(int argc, const char **argv) {
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DebugPrintf("Current Chapter is: %i\n", _vm->_scene->currentChapterNumber());
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return true;
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}
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bool Console::cmdSceneChange(int argc, const char **argv) {
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if (argc != 2)
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DebugPrintf("Usage: %s <Scene number>\n", argv[0]);
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else
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_vm->_scene->cmdSceneChange(argc, argv);
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return true;
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}
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bool Console::cmdChapterChange(int argc, const char **argv) {
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if (argc != 3)
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DebugPrintf("Usage: %s <Chapter number> <Scene number>\n", argv[0]);
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else {
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_vm->_scene->setChapterNumber(atoi(argv[2]));
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_vm->_scene->cmdSceneChange(argc, argv);
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}
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return true;
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}
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bool Console::cmdActionMapInfo(int argc, const char **argv) {
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_vm->_scene->cmdActionMapInfo();
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return true;
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}
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bool Console::cmdObjectMapInfo(int argc, const char **argv) {
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_vm->_scene->cmdObjectMapInfo();
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return true;
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}
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bool Console::cmdCurrentPanelMode(int argc, const char **argv) {
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DebugPrintf("Current Panel Mode is: %i\n", _vm->_interface->getMode());
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return true;
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}
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bool Console::cmdSetPanelMode(int argc, const char **argv) {
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if (argc != 2)
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DebugPrintf("Usage: %s <Panel mode number>\n", argv[0]);
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else
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_vm->_interface->setMode(atoi(argv[1]));
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return true;
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}
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bool Console::cmdSetFontMapping(int argc, const char **argv) {
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if (argc != 2) {
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DebugPrintf("Sets font mapping\nUsage: %s <Font mapping flag>\n", argv[0]);
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DebugPrintf("Mapping flags:\n0 - default game behavior\n1 - force font mapping\n2 - ignore font mapping\n");
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} else {
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_vm->_font->setFontMapping(atoi(argv[1]));
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}
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return true;
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}
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bool Console::cmdGlobalFlagsInfo(int argc, const char **argv) {
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DebugPrintf("Global flags status for IHNM:\n");
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// Global flags in IHNM:
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// 00: Tested when Gorrister's chapter ends. 0: Gorrister failed, 1: Gorrister won
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// 01: Tested when Gorrister's chapter ends, when Gorrister fails (flag 0 is 0). 0: Gorrister died, 1: Gorrister failed
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// 02: Unknown, set when Gorrister's chapter ends (perhaps it signifies that Gorrister's chapter is done)
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// 03: Unknown
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// 04: Unknown
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// 05: Unknown
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// 06: Unknown
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// 07: Unknown
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// 08: Unknown
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// 09: Unknown
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// 10: Unknown
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// 11: Unknown
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// 12: Unknown
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// 13: Unknown
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// 14: Unknown
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// 15: Unknown
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// 16: Used in the final chapter. If it's 0 when a character dies, the "bad" ending for that character is shown
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// 17: Unknown
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// 18: Unknown
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// 19: Unknown, used after any chapter ends
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// 20: Unknown
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// 21: Unknown
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// 22: Unknown
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// 23: Unknown
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// 24: Unknown
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// 25: Unknown
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// 26: Unknown
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// 27: Unknown
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// 28: Unknown
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// 29: Unknown
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// 30: Unknown
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// 31: Unknown
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int i = 0, k = 0, flagStatus = 0;
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for (i = 0; i < 32; i += 8) {
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for (k = i; k < i + 8; k ++) {
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flagStatus = _vm->_globalFlags & (1 << k) ? 1 : 0;
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_vm->_console->DebugPrintf("%02d: %u |", k, flagStatus);
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}
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_vm->_console->DebugPrintf("\n");
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}
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return true;
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}
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bool Console::cmdSetGlobalFlag(int argc, const char **argv) {
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if (argc != 2) {
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DebugPrintf("Usage: %s <Global flag number>\nValid flag numbers are 0 - 31\n", argv[0]);
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} else {
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int flagNumber = atoi(argv[1]);
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if (flagNumber >= 0 && flagNumber <= 31) {
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_vm->_globalFlags |= (1 << flagNumber);
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} else {
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DebugPrintf("Valid flag numbers are 0 - 31\n");
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}
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}
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return true;
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}
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bool Console::cmdClearGlobalFlag(int argc, const char **argv) {
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if (argc != 2) {
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DebugPrintf("Usage: %s <Global flag number>\nValid flag numbers are 0 - 31\n", argv[0]);
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} else {
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int flagNumber = atoi(argv[1]);
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if (flagNumber >= 0 && flagNumber <= 31) {
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_vm->_globalFlags &= ~(1 << flagNumber);
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} else {
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DebugPrintf("Valid flag numbers are 0 - 31\n");
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}
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}
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return true;
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}
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} // End of namespace Saga
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