2013-06-09 16:07:45 +03:00
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/* 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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*/
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#include "neverhood/console.h"
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#include "gui/debugger.h"
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#include "neverhood/neverhood.h"
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#include "neverhood/gamemodule.h"
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2013-06-09 17:13:23 +03:00
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#include "neverhood/scene.h"
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2013-06-11 14:03:44 +03:00
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#include "neverhood/modules/module1600.h"
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2013-06-09 16:07:45 +03:00
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namespace Neverhood {
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Console::Console(NeverhoodEngine *vm) : GUI::Debugger(), _vm(vm) {
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DCmd_Register("room", WRAP_METHOD(Console, Cmd_Room));
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2013-06-09 17:13:23 +03:00
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DCmd_Register("surfaces", WRAP_METHOD(Console, Cmd_Surfaces));
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2013-06-11 14:03:44 +03:00
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DCmd_Register("cheat", WRAP_METHOD(Console, Cmd_Cheat));
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2013-06-09 16:07:45 +03:00
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}
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Console::~Console() {
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}
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bool Console::Cmd_Room(int argc, const char **argv) {
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int currentModule = _vm->_gameModule->getCurrentModuleNum();
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int previousModule = _vm->_gameModule->getPreviousModuleNum();
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int scene = _vm->gameState().sceneNum;
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DebugPrintf("Current module: %d, previous module: %d, scene %d\n", currentModule, previousModule, scene);
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if (argc != 3) {
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DebugPrintf("Use room <module> <scene> to change rooms\n");
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DebugPrintf("Modules are incremental by 100, from 1000 to 3000\n");
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} else {
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2013-06-11 11:39:28 +02:00
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int newModule = atoi(argv[1]);
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int newScene = atoi(argv[2]);
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2013-06-09 16:07:45 +03:00
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2013-06-11 11:39:28 +02:00
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_vm->gameState().sceneNum = newScene;
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_vm->_gameModule->createModule(newModule, -1);
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2013-06-09 16:07:45 +03:00
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}
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return true;
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}
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2013-06-09 17:13:23 +03:00
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bool Console::Cmd_Surfaces(int argc, const char **argv) {
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if (_vm->_gameModule->_childObject) {
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((Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject)->printSurfaces(this);
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}
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return true;
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}
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2013-06-11 14:03:44 +03:00
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bool Console::Cmd_Cheat(int argc, const char **argv) {
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if (argc < 2) {
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DebugPrintf("Cheats for various puzzles in the game\n");
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DebugPrintf("Use %s <cheatname> to use a cheat.\n", argv[0]);
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DebugPrintf("Cheats:\n-------\n");
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DebugPrintf(" buttons - enables all 3 buttons on the door in the purple building, module 3000, scene 9\n");
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DebugPrintf(" cannon - sets the correct cannon combination in module 3000, scene 8\n");
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DebugPrintf(" dice - shows the correct dice combination in the teddy bear puzzle, module 1100, scene 6\n");
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DebugPrintf(" memory - solves the memory puzzle, module 1400, scene 4\n");
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DebugPrintf(" radio - enables the radio, module 3000, scene 9 - same as pulling the rightmost cord in the flytrap room\n");
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DebugPrintf(" symbols - solves the symbols puzzle, module 1600, scene 8. Only available in that room\n");
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DebugPrintf(" tubes - shows the correct test tube combination in module 2800, scenes 7 and 10, can be used anywhere\n");
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return true;
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}
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Common::String cheatName = argv[1];
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int module = _vm->_gameModule->getCurrentModuleNum();
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int scene = _vm->gameState().sceneNum;
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if (cheatName == "buttons") {
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Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
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scene->setSubVar(VA_LOCKS_DISABLED, 0x304008D2, 1); // kScene3010ButtonNameHashes[0]
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scene->setSubVar(VA_LOCKS_DISABLED, 0x40119852, 1); // kScene3010ButtonNameHashes[1]
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scene->setSubVar(VA_LOCKS_DISABLED, 0x01180951, 1); // kScene3010ButtonNameHashes[2]
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DebugPrintf("All 3 door buttons have been enabled\n");
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} else if (cheatName == "cannon") {
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Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
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for (int i = 0; i < 3; i++)
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scene->setSubVar(VA_CURR_CANNON_SYMBOLS, i, scene->getSubVar(VA_GOOD_CANNON_SYMBOLS_1, i));
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for (int i = 3; i < 6; i++)
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scene->setSubVar(VA_CURR_CANNON_SYMBOLS, i, scene->getSubVar(VA_GOOD_CANNON_SYMBOLS_2, i - 3));
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DebugPrintf("Puzzle solved\n");
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} else if (cheatName == "dice") {
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Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
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DebugPrintf("Good: (%d %d %d), current: (%d %d %d)\n",
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scene->getSubVar(VA_GOOD_DICE_NUMBERS, 0), scene->getSubVar(VA_GOOD_DICE_NUMBERS, 1), scene->getSubVar(VA_GOOD_DICE_NUMBERS, 2),
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scene->getSubVar(VA_CURR_DICE_NUMBERS, 0), scene->getSubVar(VA_CURR_DICE_NUMBERS, 1), scene->getSubVar(VA_CURR_DICE_NUMBERS, 2)
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);
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} else if (cheatName == "memory") {
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Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
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// Autosolve all tiles and leave only two matching tiles closed
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for (int i = 0; i < 48; i++)
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scene->setSubVar(VA_IS_TILE_MATCH, i, 1);
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// Close the top left tile
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scene->setSubVar(VA_IS_TILE_MATCH, 0, 0);
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// Find and close the pair of the top left tile
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for (int i = 0; i < 48; i++) {
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if (i != 0 && scene->getSubVar(VA_TILE_SYMBOLS, i) == scene->getSubVar(VA_TILE_SYMBOLS, 0)) {
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scene->setSubVar(VA_IS_TILE_MATCH, i, 0);
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break;
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}
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}
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DebugPrintf("Puzzle solved\n");
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} else if (cheatName == "radio") {
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Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
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scene->setGlobalVar(V_RADIO_ENABLED, 1);
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DebugPrintf("The radio has been enabled\n");
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} else if (cheatName == "symbols") {
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if (module == 1600 && scene == 8) {
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Scene1609 *scene = ((Scene1609 *)((Module1600 *)_vm->_gameModule->_childObject)->_childObject);
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for (int index = 0; index < 12; index++) {
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scene->_asSymbols[index]->change((int)scene->getSubVar(VA_CODE_SYMBOLS, index) + 12, index == (int)scene->getSubVar(VA_CODE_SYMBOLS, scene->_noisySymbolIndex));
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}
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scene->_changeCurrentSymbol = false;
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scene->_symbolPosition = 11;
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DebugPrintf("Puzzle solved\n");
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} else {
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DebugPrintf("Only available in module 1600, scene 8\n");
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}
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} else if (cheatName == "tubes") {
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Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject;
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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));
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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));
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}
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return true;
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}
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2013-06-09 16:07:45 +03:00
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} // End of namespace Neverhood
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