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-rw-r--r--engines/lab/console.cpp78
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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 "gui/debugger.h"
+
+#include "lab/lab.h"
+#include "lab/console.h"
+#include "lab/processroom.h"
+#include "lab/resource.h"
+
+namespace Lab {
+
+Console::Console(LabEngine *vm) : GUI::Debugger(), _vm(vm) {
+ registerCmd("scene", WRAP_METHOD(Console, Cmd_Scene));
+ registerCmd("scene_resources", WRAP_METHOD(Console, Cmd_DumpSceneResources));
+}
+
+Console::~Console() {
+}
+
+bool Console::Cmd_Scene(int argc, const char **argv) {
+ if (argc != 2) {
+ const char *directions[] = { "North", "South", "East", "West" };
+ debugPrintf("Current scene is %d, direction: %s\n", _vm->_roomNum, directions[_vm->getDirection()]);
+ debugPrintf("Use %s <scene number> to change the current scene\n", argv[0]);
+ return true;
+ }
+
+ _vm->_roomNum = atoi(argv[1]);
+
+ return false;
+}
+
+bool Console::Cmd_DumpSceneResources(int argc, const char **argv) {
+ if (argc != 2) {
+ debugPrintf("Usage: %s <scene number> to dump the resources for a scene\n", argv[0]);
+ return true;
+ }
+
+ int scene = atoi(argv[1]);
+ _vm->_resource->readViews(scene);
+ RoomData *roomData = &_vm->_rooms[scene];
+ RuleList *rules = roomData->_rules;
+ const char *transitions[] = { "None", "Wipe", "ScrollWipe", "ScrollBlack", "ScrollBounce", "Transporter", "ReadFirstFrame", "ReadNextFrame" };
+ const char *ruleTypes[] = { "None", "Action", "Operate", "Go forward", "Conditions", "Turn", "Go main view", "Turn from to" };
+
+ debugPrintf("Room mesage: %s\n", roomData->_roomMsg.c_str());
+ debugPrintf("Transition: %s (%d)\n", transitions[roomData->_transitionType], roomData->_transitionType);
+
+ debugPrintf("Script:\n");
+ for (RuleList::iterator rule = rules->begin(); rule != rules->end(); ++rule) {
+ debugPrintf("Rule type: %s\n", ruleTypes[rule->_ruleType]);
+
+ }
+
+ return true;
+}
+
+} // End of namespace Neverhood