scummvm/engines/neverhood/console.cpp

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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 "neverhood/console.h"
#include "gui/debugger.h"
#include "neverhood/neverhood.h"
#include "neverhood/gamemodule.h"
#include "neverhood/scene.h"
#include "neverhood/modules/module1600.h"
namespace Neverhood {
Console::Console(NeverhoodEngine *vm) : GUI::Debugger(), _vm(vm) {
DCmd_Register("cheat", WRAP_METHOD(Console, Cmd_Cheat));
DCmd_Register("dumpvars", WRAP_METHOD(Console, Cmd_Dumpvars));
DCmd_Register("room", WRAP_METHOD(Console, Cmd_Room));
DCmd_Register("surfaces", WRAP_METHOD(Console, Cmd_Surfaces));
}
Console::~Console() {
}
bool Console::Cmd_Room(int argc, const char **argv) {
int currentModule = _vm->_gameModule->getCurrentModuleNum();
int previousModule = _vm->_gameModule->getPreviousModuleNum();
int scene = _vm->gameState().sceneNum;
DebugPrintf("Current module: %d, previous module: %d, scene %d\n", currentModule, previousModule, scene);
if (argc != 3) {
DebugPrintf("Use room <module> <scene> to change rooms\n");
DebugPrintf("Modules are incremental by 100, from 1000 to 3000\n");
} else {
int newModule = atoi(argv[1]);
int newScene = atoi(argv[2]);
_vm->gameState().sceneNum = newScene;
_vm->_gameModule->createModule(newModule, -1);
}
return true;
}
bool Console::Cmd_Surfaces(int argc, const char **argv) {
if (_vm->_gameModule->_childObject) {
((Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject)->printSurfaces(this);
}
return true;
}
bool Console::Cmd_Cheat(int argc, const char **argv) {
if (argc < 2) {
DebugPrintf("Cheats for various puzzles in the game\n");
DebugPrintf("Use %s <cheatname> to use a cheat.\n", argv[0]);
DebugPrintf("Cheats:\n-------\n");
DebugPrintf(" buttons - enables all 3 buttons on the door in the purple building, module 3000, scene 9\n");
DebugPrintf(" cannon - sets the correct cannon combination in module 3000, scene 8\n");
DebugPrintf(" dice - shows the correct dice combination in the teddy bear puzzle, module 1100, scene 6\n");
DebugPrintf(" memory - solves the memory puzzle, module 1400, scene 4\n");
DebugPrintf(" music - shows the correct index in the radio music puzzle, module 2800, scene 1\n");
DebugPrintf(" radio - enables the radio, module 3000, scene 9 - same as pulling the rightmost cord in the flytrap room\n");
DebugPrintf(" symbols - solves the symbols puzzle, module 1600, scene 8. Only available in that room\n");
DebugPrintf(" tubes - shows the correct test tube combination in module 2800, scenes 7 and 10\n");
return true;
}
Common::String cheatName = argv[1];
int moduleNum = _vm->_gameModule->getCurrentModuleNum();
int sceneNum = _vm->gameState().sceneNum;
if (cheatName == "buttons") {
Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
scene->setSubVar(VA_LOCKS_DISABLED, 0x304008D2, 1); // kScene3010ButtonNameHashes[0]
scene->setSubVar(VA_LOCKS_DISABLED, 0x40119852, 1); // kScene3010ButtonNameHashes[1]
scene->setSubVar(VA_LOCKS_DISABLED, 0x01180951, 1); // kScene3010ButtonNameHashes[2]
DebugPrintf("All 3 door buttons have been enabled\n");
} else if (cheatName == "cannon") {
Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
for (int i = 0; i < 3; i++)
scene->setSubVar(VA_CURR_CANNON_SYMBOLS, i, scene->getSubVar(VA_GOOD_CANNON_SYMBOLS_1, i));
for (int i = 3; i < 6; i++)
scene->setSubVar(VA_CURR_CANNON_SYMBOLS, i, scene->getSubVar(VA_GOOD_CANNON_SYMBOLS_2, i - 3));
DebugPrintf("Puzzle solved\n");
} else if (cheatName == "dice") {
Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
DebugPrintf("Good: (%d %d %d), current: (%d %d %d)\n",
scene->getSubVar(VA_GOOD_DICE_NUMBERS, 0), scene->getSubVar(VA_GOOD_DICE_NUMBERS, 1), scene->getSubVar(VA_GOOD_DICE_NUMBERS, 2),
scene->getSubVar(VA_CURR_DICE_NUMBERS, 0), scene->getSubVar(VA_CURR_DICE_NUMBERS, 1), scene->getSubVar(VA_CURR_DICE_NUMBERS, 2)
);
} else if (cheatName == "memory") {
Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
// Autosolve all tiles and leave only two matching tiles closed
for (int i = 0; i < 48; i++)
scene->setSubVar(VA_IS_TILE_MATCH, i, 1);
// Close the top left tile
scene->setSubVar(VA_IS_TILE_MATCH, 0, 0);
// Find and close the pair of the top left tile
for (int i = 0; i < 48; i++) {
if (i != 0 && scene->getSubVar(VA_TILE_SYMBOLS, i) == scene->getSubVar(VA_TILE_SYMBOLS, 0)) {
scene->setSubVar(VA_IS_TILE_MATCH, i, 0);
break;
}
}
DebugPrintf("Puzzle solved\n");
} else if (cheatName == "music") {
Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
DebugPrintf("Good music index: %d, current radio music index: %d\n", scene->getGlobalVar(V_CURR_RADIO_MUSIC_INDEX), scene->getGlobalVar(V_GOOD_RADIO_MUSIC_INDEX));
} else if (cheatName == "radio") {
Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
scene->setGlobalVar(V_RADIO_ENABLED, 1);
DebugPrintf("The radio has been enabled\n");
} else if (cheatName == "symbols") {
if (moduleNum == 1600 && sceneNum == 8) {
Scene1609 *scene = ((Scene1609 *)((Module1600 *)_vm->_gameModule->_childObject)->_childObject);
for (int index = 0; index < 12; index++) {
scene->_asSymbols[index]->change((int)scene->getSubVar(VA_CODE_SYMBOLS, index) + 12, index == (int)scene->getSubVar(VA_CODE_SYMBOLS, scene->_noisySymbolIndex));
}
scene->_changeCurrentSymbol = false;
scene->_symbolPosition = 11;
scene->_countdown1 = 36;
DebugPrintf("Puzzle solved\n");
} else {
DebugPrintf("Only available in module 1600, scene 8\n");
}
} else if (cheatName == "tubes") {
Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
DebugPrintf("Tube set 1: %d %d %d\n", scene->getSubVar(VA_GOOD_TEST_TUBES_LEVEL_1, 0), scene->getSubVar(VA_GOOD_TEST_TUBES_LEVEL_1, 1), scene->getSubVar(VA_GOOD_TEST_TUBES_LEVEL_1, 2));
DebugPrintf("Tube set 2: %d %d %d\n", scene->getSubVar(VA_GOOD_TEST_TUBES_LEVEL_2, 0), scene->getSubVar(VA_GOOD_TEST_TUBES_LEVEL_2, 1), scene->getSubVar(VA_GOOD_TEST_TUBES_LEVEL_2, 2));
}
return true;
}
bool Console::Cmd_Dumpvars(int argc, const char **argv) {
_vm->_gameVars->dumpVars(this);
return true;
}
} // End of namespace Neverhood