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"
namespace Neverhood {
Console::Console(NeverhoodEngine *vm) : GUI::Debugger(), _vm(vm) {
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 module = atoi(argv[1]);
int scene = atoi(argv[2]);
_vm->gameState().sceneNum = scene;
_vm->_gameModule->createModule(module, -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;
}
} // End of namespace Neverhood