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/* 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() {
registerCmd("continue", WRAP_METHOD(Debugger, cmdExit));
registerCmd("scene", WRAP_METHOD(Debugger, Cmd_Scene));
registerCmd("walk_regions", WRAP_METHOD(Debugger, Cmd_WalkRegions));
registerCmd("priority_regions", WRAP_METHOD(Debugger, Cmd_PriorityRegions));
registerCmd("scene_regions", WRAP_METHOD(Debugger, Cmd_SceneRegions));
registerCmd("setflag", WRAP_METHOD(Debugger, Cmd_SetFlag));
registerCmd("getflag", WRAP_METHOD(Debugger, Cmd_GetFlag));
registerCmd("clearflag", WRAP_METHOD(Debugger, Cmd_ClearFlag));
registerCmd("listobjects", WRAP_METHOD(Debugger, Cmd_ListObjects));
registerCmd("moveobject", WRAP_METHOD(Debugger, Cmd_MoveObject));
registerCmd("hotspots", WRAP_METHOD(Debugger, Cmd_Hotspots));
registerCmd("sound", WRAP_METHOD(Debugger, Cmd_Sound));
registerCmd("setdebug", WRAP_METHOD(Debugger, Cmd_SetOutpostAlphaDebug));
}
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;
}
/**
* Activate internal debugger, when available
*/
bool Debugger::Cmd_SetOutpostAlphaDebug(int argc, const char **argv) {
debugPrintf("Not available in this game\n");
return true;
}
/*
* 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 - Scene %d - R2_OPTO_DISK\n", BF_INVENTORY.getObjectScene(1));
debugPrintf("2 - Scene %d - R2_READER\n", BF_INVENTORY.getObjectScene(2));
debugPrintf("3 - Scene %d - R2_NEGATOR_GUN\n", BF_INVENTORY.getObjectScene(3));
debugPrintf("4 - Scene %d - R2_STEPPING_DISKS\n", BF_INVENTORY.getObjectScene(4));
debugPrintf("5 - Scene %d - R2_ATTRACTOR_UNIT\n", BF_INVENTORY.getObjectScene(5));
debugPrintf("6 - Scene %d - R2_SENSOR_PROBE\n", BF_INVENTORY.getObjectScene(6));
debugPrintf("7 - Scene %d - R2_SONIC_STUNNER\n", BF_INVENTORY.getObjectScene(7));
debugPrintf("8 - Scene %d - R2_CABLE_HARNESS\n", BF_INVENTORY.getObjectScene(8));
debugPrintf("9 - Scene %d - R2_COM_SCANNER\n", BF_INVENTORY.getObjectScene(9));
debugPrintf("10 - Scene %d - R2_SPENT_POWER_CAPSULE\n", BF_INVENTORY.getObjectScene(10));
debugPrintf("11 - Scene %d - R2_CHARGED_POWER_CAPSULE\n", BF_INVENTORY.getObjectScene(11));
debugPrintf("12 - Scene %d - R2_AEROSOL\n", BF_INVENTORY.getObjectScene(12));
debugPrintf("13 - Scene %d - R2_REMOTE_CONTROL\n", BF_INVENTORY.getObjectScene(13));
debugPrintf("14 - Scene %d - R2_OPTICAL_FIBER\n", BF_INVENTORY.getObjectScene(14));
debugPrintf("15 - Scene %d - R2_CLAMP\n", BF_INVENTORY.getObjectScene(15));
debugPrintf("16 - Scene %d - R2_ATTRACTOR_CABLE_HARNESS\n", BF_INVENTORY.getObjectScene(16));
debugPrintf("17 - Scene %d - R2_FUEL_CELL\n", BF_INVENTORY.getObjectScene(17));
debugPrintf("18 - Scene %d - R2_GYROSCOPE\n", BF_INVENTORY.getObjectScene(18));
debugPrintf("19 - Scene %d - R2_AIRBAG\n", BF_INVENTORY.getObjectScene(19));
debugPrintf("20 - Scene %d - R2_REBREATHER_TANK\n", BF_INVENTORY.getObjectScene(20));
debugPrintf("21 - Scene %d - R2_RESERVE_REBREATHER_TANK\n", BF_INVENTORY.getObjectScene(21));
debugPrintf("22 - Scene %d - R2_GUIDANCE_MODULE\n", BF_INVENTORY.getObjectScene(22));
debugPrintf("23 - Scene %d - R2_THRUSTER_VALVE\n", BF_INVENTORY.getObjectScene(23));
debugPrintf("24 - Scene %d - R2_BALLOON_BACKPACK\n", BF_INVENTORY.getObjectScene(24));
debugPrintf("25 - Scene %d - R2_RADAR_MECHANISM\n", BF_INVENTORY.getObjectScene(25));
debugPrintf("26 - Scene %d - R2_JOYSTICK\n", BF_INVENTORY.getObjectScene(26));
debugPrintf("27 - Scene %d - R2_IGNITOR\n", BF_INVENTORY.getObjectScene(27));
debugPrintf("28 - Scene %d - R2_DIAGNOSTICS_DISPLAY\n", BF_INVENTORY.getObjectScene(28));
debugPrintf("29 - Scene %d - R2_GLASS_DOME\n", BF_INVENTORY.getObjectScene(29));
debugPrintf("30 - Scene %d - R2_WICK_LAMP\n", BF_INVENTORY.getObjectScene(30));
debugPrintf("31 - Scene %d - R2_SCRITH_KEY\n", BF_INVENTORY.getObjectScene(31));
debugPrintf("32 - Scene %d - R2_TANNER_MASK\n", BF_INVENTORY.getObjectScene(32));
debugPrintf("33 - Scene %d - R2_PURE_GRAIN_ALCOHOL\n", BF_INVENTORY.getObjectScene(33));
debugPrintf("34 - Scene %d - R2_SAPPHIRE_BLUE\n", BF_INVENTORY.getObjectScene(34));
debugPrintf("35 - Scene %d - R2_ANCIENT_SCROLLS\n", BF_INVENTORY.getObjectScene(35));
debugPrintf("36 - Scene %d - R2_FLUTE\n", BF_INVENTORY.getObjectScene(36));
debugPrintf("37 - Scene %d - R2_GUNPOWDER\n", BF_INVENTORY.getObjectScene(37));
debugPrintf("38 - Scene %d - R2_NONAME\n", BF_INVENTORY.getObjectScene(38));
debugPrintf("39 - Scene %d - R2_COM_SCANNER_2\n", BF_INVENTORY.getObjectScene(39));
debugPrintf("40 - Scene %d - R2_SUPERCONDUCTOR_WIRE\n", BF_INVENTORY.getObjectScene(40));
debugPrintf("41 - Scene %d - R2_PILLOW\n", BF_INVENTORY.getObjectScene(41));
debugPrintf("42 - Scene %d - R2_FOOD_TRAY\n", BF_INVENTORY.getObjectScene(42));
debugPrintf("43 - Scene %d - R2_LASER_HACKSAW\n", BF_INVENTORY.getObjectScene(43));
debugPrintf("44 - Scene %d - R2_PHOTON_STUNNER\n", BF_INVENTORY.getObjectScene(44));
debugPrintf("45 - Scene %d - R2_BATTERY\n", BF_INVENTORY.getObjectScene(45));
debugPrintf("46 - Scene %d - R2_SOAKED_FACEMASK\n", BF_INVENTORY.getObjectScene(46));
debugPrintf("47 - Scene %d - R2_LIGHT_BULB\n", BF_INVENTORY.getObjectScene(47));
debugPrintf("48 - Scene %d - R2_ALCOHOL_LAMP\n", BF_INVENTORY.getObjectScene(48));
debugPrintf("49 - Scene %d - R2_ALCOHOL_LAMP_2\n", BF_INVENTORY.getObjectScene(49));
debugPrintf("50 - Scene %d - R2_ALCOHOL_LAMP_3\n", BF_INVENTORY.getObjectScene(50));
debugPrintf("51 - Scene %d - R2_BROKEN_DISPLAY\n", BF_INVENTORY.getObjectScene(51));
debugPrintf("52 - Scene %d - R2_TOOLBOX\n", BF_INVENTORY.getObjectScene(52));
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;
}
/**
* Activate internal debugger, when available
*/
bool Ringworld2Debugger::Cmd_SetOutpostAlphaDebug(int argc, const char **argv) {
if (argc != 1) {
debugPrintf("Usage: %s\n", argv[0]);
return true;
}
// Set the internal debugger flag(s?) to true
// _debugCardGame is reset by scene1337::subPostInit()
R2_GLOBALS._debugCardGame = true;
return true;
}
} // End of namespace TsAGE
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