/* 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" #include "neverhood/sound.h" #include "neverhood/modules/module1600.h" namespace Neverhood { Console::Console(NeverhoodEngine *vm) : GUI::Debugger(), _vm(vm) { DCmd_Register("cheat", WRAP_METHOD(Console, Cmd_Cheat)); DCmd_Register("dumpvars", WRAP_METHOD(Console, Cmd_Dumpvars)); DCmd_Register("room", WRAP_METHOD(Console, Cmd_Room)); DCmd_Register("surfaces", WRAP_METHOD(Console, Cmd_Surfaces)); DCmd_Register("playsound", WRAP_METHOD(Console, Cmd_PlaySound)); } 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 to change rooms\n"); DebugPrintf("Modules are incremental by 100, from 1000 to 3000\n"); } else { int newModule = atoi(argv[1]); int newScene = atoi(argv[2]); _vm->gameState().sceneNum = newScene; _vm->_gameModule->createModule(newModule, -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; } bool Console::Cmd_Cheat(int argc, const char **argv) { if (argc < 2) { DebugPrintf("Cheats for various puzzles in the game\n"); DebugPrintf("Use %s to use a cheat.\n", argv[0]); DebugPrintf("Cheats:\n-------\n"); DebugPrintf(" buttons - enables all 3 buttons on the door in the purple building, module 3000, scene 9\n"); DebugPrintf(" cannon - sets the correct cannon combination in module 3000, scene 8\n"); DebugPrintf(" dice - shows the correct dice combination in the teddy bear puzzle, module 1100, scene 6\n"); DebugPrintf(" memory - solves the memory puzzle, module 1400, scene 4\n"); DebugPrintf(" music - shows the correct index in the radio music puzzle, module 2800, scene 1\n"); DebugPrintf(" radio - enables the radio, module 3000, scene 9 - same as pulling the rightmost cord in the flytrap room\n"); DebugPrintf(" symbols - solves the symbols puzzle, module 1600, scene 8. Only available in that room\n"); DebugPrintf(" tubes - shows the correct test tube combination in module 2800, scenes 7 and 10\n"); return true; } Common::String cheatName = argv[1]; int moduleNum = _vm->_gameModule->getCurrentModuleNum(); int sceneNum = _vm->gameState().sceneNum; if (cheatName == "buttons") { Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject; scene->setSubVar(VA_LOCKS_DISABLED, 0x304008D2, 1); // kScene3010ButtonNameHashes[0] scene->setSubVar(VA_LOCKS_DISABLED, 0x40119852, 1); // kScene3010ButtonNameHashes[1] scene->setSubVar(VA_LOCKS_DISABLED, 0x01180951, 1); // kScene3010ButtonNameHashes[2] DebugPrintf("All 3 door buttons have been enabled\n"); } else if (cheatName == "cannon") { Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject; for (int i = 0; i < 3; i++) scene->setSubVar(VA_CURR_CANNON_SYMBOLS, i, scene->getSubVar(VA_GOOD_CANNON_SYMBOLS_1, i)); for (int i = 3; i < 6; i++) scene->setSubVar(VA_CURR_CANNON_SYMBOLS, i, scene->getSubVar(VA_GOOD_CANNON_SYMBOLS_2, i - 3)); DebugPrintf("Puzzle solved\n"); } else if (cheatName == "dice") { Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject; DebugPrintf("Good: (%d %d %d), current: (%d %d %d)\n", scene->getSubVar(VA_GOOD_DICE_NUMBERS, 0), scene->getSubVar(VA_GOOD_DICE_NUMBERS, 1), scene->getSubVar(VA_GOOD_DICE_NUMBERS, 2), scene->getSubVar(VA_CURR_DICE_NUMBERS, 0), scene->getSubVar(VA_CURR_DICE_NUMBERS, 1), scene->getSubVar(VA_CURR_DICE_NUMBERS, 2) ); } else if (cheatName == "memory") { Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject; // Autosolve all tiles and leave only two matching tiles closed for (int i = 0; i < 48; i++) scene->setSubVar(VA_IS_TILE_MATCH, i, 1); // Close the top left tile scene->setSubVar(VA_IS_TILE_MATCH, 0, 0); // Find and close the pair of the top left tile for (int i = 0; i < 48; i++) { if (i != 0 && scene->getSubVar(VA_TILE_SYMBOLS, i) == scene->getSubVar(VA_TILE_SYMBOLS, 0)) { scene->setSubVar(VA_IS_TILE_MATCH, i, 0); break; } } DebugPrintf("Puzzle solved\n"); } else if (cheatName == "music") { Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject; DebugPrintf("Good music index: %d, current radio music index: %d\n", scene->getGlobalVar(V_CURR_RADIO_MUSIC_INDEX), scene->getGlobalVar(V_GOOD_RADIO_MUSIC_INDEX)); } else if (cheatName == "radio") { Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject; scene->setGlobalVar(V_RADIO_ENABLED, 1); DebugPrintf("The radio has been enabled\n"); } else if (cheatName == "symbols") { if (moduleNum == 1600 && sceneNum == 8) { Scene1609 *scene = ((Scene1609 *)((Module1600 *)_vm->_gameModule->_childObject)->_childObject); for (int index = 0; index < 12; index++) { scene->_asSymbols[index]->change((int)scene->getSubVar(VA_CODE_SYMBOLS, index) + 12, index == (int)scene->getSubVar(VA_CODE_SYMBOLS, scene->_noisySymbolIndex)); } scene->_changeCurrentSymbol = false; scene->_symbolPosition = 11; scene->_countdown1 = 36; DebugPrintf("Puzzle solved\n"); } else { DebugPrintf("Only available in module 1600, scene 8\n"); } } else if (cheatName == "tubes") { Scene *scene = (Scene *)((GameModule *)_vm->_gameModule->_childObject)->_childObject; 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)); 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)); } return true; } bool Console::Cmd_Dumpvars(int argc, const char **argv) { _vm->_gameVars->dumpVars(this); return true; } bool Console::Cmd_PlaySound(int argc, const char **argv) { if (argc < 2) { DebugPrintf("Usage: %s \n", argv[0]); } else { uint32 soundHash = strtol(argv[1], NULL, 0); AudioResourceManSoundItem *soundItem = new AudioResourceManSoundItem(_vm, soundHash); soundItem->setVolume(100); soundItem->playSound(false); while (soundItem->isPlaying()) { _vm->_system->delayMillis(10); } delete soundItem; } return true; } } // End of namespace Neverhood