scummvm/engines/access/debugger.cpp
2020-05-10 23:39:31 +02:00

169 lines
4.5 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 "common/file.h"
#include "access/access.h"
#include "access/debugger.h"
#include "access/amazon/amazon_game.h"
namespace Access {
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;
}
Debugger *Debugger::init(AccessEngine *vm) {
switch (vm->getGameID()) {
case GType_Amazon:
return new Amazon::AmazonDebugger(vm);
default:
return new Debugger(vm);
}
}
void Debugger::postEnter() {
if (!_playMovieFile.empty()) {
_vm->playMovie(_playMovieFile, Common::Point(0, 0));
_playMovieFile.clear();
}
GUI::Debugger::postEnter();
}
/*------------------------------------------------------------------------*/
Debugger::Debugger(AccessEngine *vm) : GUI::Debugger(), _vm(vm) {
registerCmd("continue", WRAP_METHOD(Debugger, cmdExit));
registerCmd("scene", WRAP_METHOD(Debugger, Cmd_LoadScene));
registerCmd("cheat", WRAP_METHOD(Debugger, Cmd_Cheat));
registerCmd("playmovie", WRAP_METHOD(Debugger, Cmd_PlayMovie));
}
Debugger::~Debugger() {
}
bool Debugger::Cmd_LoadScene(int argc, const char **argv) {
switch (argc) {
case 1:
debugPrintf("Current scene is: %d\n\n", _vm->_player->_roomNumber);
for (uint i = 0; i < _vm->_res->ROOMTBL.size(); i++)
if (!_vm->_res->ROOMTBL[i]._desc.empty())
debugPrintf("%d - %s\n", i, _vm->_res->ROOMTBL[i]._desc.c_str());
return true;
case 2: {
int newRoom = strToInt(argv[1]);
if (newRoom < 0 || newRoom >= (int)_vm->_res->ROOMTBL.size()) {
debugPrintf("Invalid Room Number\n");
return true;
}
if (_vm->_res->ROOMTBL[newRoom]._desc.empty()) {
debugPrintf("Unused Room Number\n");
return true;
}
_vm->_player->_roomNumber = newRoom;
_vm->_room->_function = FN_CLEAR1;
_vm->freeChar();
_vm->_converseMode = 0;
_vm->_scripts->_endFlag = true;
_vm->_scripts->_returnCode = 0;
return false;
}
default:
debugPrintf("Current scene is: %d\n", _vm->_player->_roomNumber);
debugPrintf("Usage: %s <scene number>\n", argv[0]);
return true;
}
}
bool Debugger::Cmd_Cheat(int argc, const char **argv) {
if (argc != 1) {
debugPrintf("Usage: %s\n", argv[0]);
debugPrintf("Switches on/off the cheat mode\n");
return true;
}
_vm->_cheatFl = !_vm->_cheatFl;
debugPrintf("Cheat is now %s\n", _vm->_cheatFl ? "ON" : "OFF");
return true;
}
bool Debugger::Cmd_PlayMovie(int argc, const char **argv) {
if (argc != 2) {
debugPrintf("Format: playmovie <movie-file>\n");
return true;
}
// play gets postponed until debugger is closed
Common::String filename = argv[1];
_playMovieFile = filename;
return cmdExit(0, 0);
}
/*------------------------------------------------------------------------*/
namespace Amazon {
AmazonDebugger::AmazonDebugger(AccessEngine *vm) : Debugger(vm) {
registerCmd("chapter", WRAP_METHOD(AmazonDebugger, Cmd_StartChapter));
}
bool AmazonDebugger::Cmd_StartChapter(int argc, const char **argv) {
if (argc != 2) {
debugPrintf("Usage: %s <chapter number>\n", argv[0]);
return true;
}
// Build up a simple one line script to start the given chapter
byte *chapterScript = (byte *)malloc(5);
chapterScript[0] = SCRIPT_START_BYTE;
chapterScript[1] = ROOM_SCRIPT % 256;
chapterScript[2] = ROOM_SCRIPT / 256;
chapterScript[3] = 0x80 + 75; // cmdChapter
chapterScript[4] = strToInt(argv[1]); // chapter number
_vm->_scripts->setScript(new Resource(chapterScript, 5), true);
return false;
}
} // End of namespace Amazon
} // End of namespace Access