scummvm/engines/saga2/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 "saga2/saga2.h"
#include "saga2/objects.h"
#include "saga2/player.h"
#include "saga2/console.h"
namespace Saga2 {
Console::Console(Saga2Engine *vm) : GUI::Debugger() {
_vm = vm;
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registerCmd("kill_protag", WRAP_METHOD(Console, cmdKillProtag));
registerCmd("kill", WRAP_METHOD(Console, cmdKill));
registerCmd("godmode", WRAP_METHOD(Console, cmdGodmode));
registerCmd("obj_name", WRAP_METHOD(Console, cmdObjName));
registerCmd("name2id", WRAP_METHOD(Console, cmdObjNameToID));
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}
Console::~Console() {
}
bool Console::cmdKillProtag(int argc, const char **argv) {
debugPrintf("Killing protagonist\n");
Actor *protag = (Actor *)GameObject::objectAddress(ActorBaseID);
protag->getStats()->vitality = 0;
return true;
}
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bool Console::cmdKill(int argc, const char **argv) {
if (argc != 2)
debugPrintf("Usage: %s <Actor id>\n", argv[0]);
else {
Actor *a = (Actor *)GameObject::objectAddress(atoi(argv[1]));
if (a)
a->getStats()->vitality = 0;
}
return true;
}
bool Console::cmdGodmode(int argc, const char **argv) {
if (argc != 2)
debugPrintf("Usage: %s\n <1/0>\n", argv[0]);
else {
for (ObjectID id = ActorBaseID; id < ActorBaseID + kPlayerActors; ++id) {
Actor *a = (Actor *)GameObject::objectAddress(id);
a->_godmode = atoi(argv[1]);
}
}
return true;
}
bool Console::cmdObjName(int argc, const char **argv) {
if (argc != 2)
debugPrintf("Usage: %s <Object id>\n", argv[0]);
else {
GameObject *obj = GameObject::objectAddress(atoi(argv[1]));
if (obj)
debugPrintf("%s\n", obj->objName());
}
return true;
}
bool Console::cmdObjNameToID(int argc, const char **argv) {
if (argc != 2)
debugPrintf("Usage: %s <Name index>", argv[0]);
else {
int32 id = GameObject::nameIndexToID(atoi(argv[1]));
if (id == -1)
debugPrintf("Invalid name index!\n");
else
debugPrintf("%d\n", id);
}
return true;
}
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}