2021-07-19 18:57:58 +09:00
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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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*
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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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*
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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 "saga2/saga2.h"
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#include "saga2/objects.h"
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#include "saga2/player.h"
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2021-07-19 21:50:49 +09:00
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#include "saga2/mapfeatr.h"
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2021-07-19 18:57:58 +09:00
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#include "saga2/console.h"
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namespace Saga2 {
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2021-07-19 21:50:49 +09:00
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extern pCMapFeature mapFeatures[];
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2021-07-19 18:57:58 +09:00
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Console::Console(Saga2Engine *vm) : GUI::Debugger() {
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_vm = vm;
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2021-07-19 20:46:55 +09:00
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registerCmd("kill_protag", WRAP_METHOD(Console, cmdKillProtag));
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registerCmd("kill", WRAP_METHOD(Console, cmdKill));
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registerCmd("godmode", WRAP_METHOD(Console, cmdGodmode));
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registerCmd("obj_name", WRAP_METHOD(Console, cmdObjName));
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registerCmd("name2id", WRAP_METHOD(Console, cmdObjNameToID));
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2021-07-19 21:20:49 +09:00
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registerCmd("position", WRAP_METHOD(Console, cmdPosition));
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2021-07-19 21:50:49 +09:00
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registerCmd("teleport", WRAP_METHOD(Console, cmdTeleport));
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registerCmd("goto_place", WRAP_METHOD(Console, cmdGotoPlace));
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2021-07-19 18:57:58 +09:00
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}
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Console::~Console() {
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}
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bool Console::cmdKillProtag(int argc, const char **argv) {
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debugPrintf("Killing protagonist\n");
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Actor *protag = (Actor *)GameObject::objectAddress(ActorBaseID);
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protag->getStats()->vitality = 0;
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return true;
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}
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2021-07-19 20:46:55 +09:00
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bool Console::cmdKill(int argc, const char **argv) {
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if (argc != 2)
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debugPrintf("Usage: %s <Actor id>\n", argv[0]);
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else {
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Actor *a = (Actor *)GameObject::objectAddress(atoi(argv[1]));
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if (a)
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a->getStats()->vitality = 0;
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}
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return true;
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}
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bool Console::cmdGodmode(int argc, const char **argv) {
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if (argc != 2)
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debugPrintf("Usage: %s\n <1/0>\n", argv[0]);
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else {
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for (ObjectID id = ActorBaseID; id < ActorBaseID + kPlayerActors; ++id) {
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Actor *a = (Actor *)GameObject::objectAddress(id);
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a->_godmode = atoi(argv[1]);
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}
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}
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return true;
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}
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bool Console::cmdObjName(int argc, const char **argv) {
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if (argc != 2)
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debugPrintf("Usage: %s <Object id>\n", argv[0]);
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else {
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GameObject *obj = GameObject::objectAddress(atoi(argv[1]));
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if (obj)
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debugPrintf("%s\n", obj->objName());
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}
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return true;
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}
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bool Console::cmdObjNameToID(int argc, const char **argv) {
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if (argc != 2)
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debugPrintf("Usage: %s <Name index>", argv[0]);
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else {
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int32 id = GameObject::nameIndexToID(atoi(argv[1]));
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if (id == -1)
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debugPrintf("Invalid name index!\n");
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else
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debugPrintf("%d\n", id);
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}
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return true;
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}
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2021-07-19 21:20:49 +09:00
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bool Console::cmdPosition(int argc, const char **argv) {
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if (argc != 2)
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debugPrintf("Usage: %s <1/0>\n", argv[0]);
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else {
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bool show = atoi(argv[1]);
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_vm->_showPosition = show;
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}
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return true;
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}
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2021-07-19 21:50:49 +09:00
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bool Console::cmdTeleport(int argc, const char **argv) {
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if (argc != 4)
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debugPrintf("Usage: %s <u> <v> <z>\n", argv[0]);
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else {
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int u = atoi(argv[1]);
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int v = atoi(argv[2]);
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int z = atoi(argv[3]);
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Actor *a = getCenterActor();
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a->setLocation(TilePoint(u, v, z));
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}
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return true;
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}
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bool Console::cmdGotoPlace(int argc, const char **argv) {
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if (argc != 2)
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debugPrintf("Usage: %s <place id>\n", argv[0]);
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else {
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int placeID = atoi(argv[1]);
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int u = mapFeatures[placeID]->getU();
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int v = mapFeatures[placeID]->getV();
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Actor *a = getCenterActor();
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int du = u - a->getLocation().u;
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int dv = v - a->getLocation().v;
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for (ObjectID id = ActorBaseID; id < ActorBaseID + kPlayerActors; ++id) {
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Actor *p = (Actor *)GameObject::objectAddress(id);
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TilePoint curLoc = p->getLocation();
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p->setLocation(TilePoint(curLoc.u + du, curLoc.v + dv, 8));
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}
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}
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return true;
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}
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2021-07-19 18:57:58 +09:00
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}
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