/* 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 "tsage/debugger.h" #include "tsage/globals.h" #include "tsage/graphics.h" #include "tsage/ringworld/ringworld_logic.h" #include "tsage/blue_force/blueforce_logic.h" #include "tsage/ringworld2/ringworld2_logic.h" namespace TsAGE { Debugger::Debugger() : GUI::Debugger() { DCmd_Register("continue", WRAP_METHOD(Debugger, Cmd_Exit)); DCmd_Register("scene", WRAP_METHOD(Debugger, Cmd_Scene)); DCmd_Register("walk_regions", WRAP_METHOD(Debugger, Cmd_WalkRegions)); DCmd_Register("priority_regions", WRAP_METHOD(Debugger, Cmd_PriorityRegions)); DCmd_Register("scene_regions", WRAP_METHOD(Debugger, Cmd_SceneRegions)); DCmd_Register("setflag", WRAP_METHOD(Debugger, Cmd_SetFlag)); DCmd_Register("getflag", WRAP_METHOD(Debugger, Cmd_GetFlag)); DCmd_Register("clearflag", WRAP_METHOD(Debugger, Cmd_ClearFlag)); DCmd_Register("listobjects", WRAP_METHOD(Debugger, Cmd_ListObjects)); DCmd_Register("moveobject", WRAP_METHOD(Debugger, Cmd_MoveObject)); DCmd_Register("hotspots", WRAP_METHOD(Debugger, Cmd_Hotspots)); DCmd_Register("sound", WRAP_METHOD(Debugger, Cmd_Sound)); } static int strToInt(const char *s) { if (!*s) // No string at all return 0; else if (toupper(s[strlen(s) - 1]) != 'H') // Standard decimal string return atoi(s); // Hexadecimal string uint tmp = 0; int read = sscanf(s, "%xh", &tmp); if (read < 1) error("strToInt failed on string \"%s\"", s); return (int)tmp; } /** * This command loads up the specified new scene number */ bool Debugger::Cmd_Scene(int argc, const char **argv) { if (argc < 2) { DebugPrintf("Usage: %s <scene number> [prior scene #]\n", argv[0]); return true; } if (argc == 3) g_globals->_sceneManager._sceneNumber = strToInt(argv[2]); g_globals->_sceneManager.changeScene(strToInt(argv[1])); return false; } /** * This command draws the walk regions onto the screen */ bool Debugger::Cmd_WalkRegions(int argc, const char **argv) { if (argc != 1) { DebugPrintf("Usage: %s\n", argv[0]); return true; } // Color index to use for the first walk region int color = 16; // Lock the background surface for access Graphics::Surface destSurface = g_globals->_sceneManager._scene->_backSurface.lockSurface(); // Loop through drawing each walk region in a different color to the background surface Common::String regionsDesc; for (uint regionIndex = 0; regionIndex < g_globals->_walkRegions._regionList.size(); ++regionIndex, ++color) { WalkRegion &wr = g_globals->_walkRegions._regionList[regionIndex]; // Skip the region if it's in the list of explicitly disabled regions if (contains(g_globals->_walkRegions._disabledRegions, (int)regionIndex + 1)) continue; for (int yp = wr._bounds.top; yp < wr._bounds.bottom; ++yp) { LineSliceSet sliceSet = wr.getLineSlices(yp); for (uint idx = 0; idx < sliceSet.items.size(); ++idx) destSurface.hLine(sliceSet.items[idx].xs - g_globals->_sceneOffset.x, yp, sliceSet.items[idx].xe - g_globals->_sceneOffset.x, color); } regionsDesc += Common::String::format("Region #%d d bounds=%d,%d,%d,%d\n", regionIndex, wr._bounds.left, wr._bounds.top, wr._bounds.right, wr._bounds.bottom); } // Release the surface g_globals->_sceneManager._scene->_backSurface.unlockSurface(); // Mark the scene as requiring a full redraw g_globals->_paneRefreshFlag[0] = 2; DebugPrintf("Total regions = %d\n", g_globals->_walkRegions._regionList.size()); DebugPrintf("%s\n", regionsDesc.c_str()); return false; } /* * This command draws the priority regions onto the screen */ bool Debugger::Cmd_PriorityRegions(int argc, const char **argv) { int regionNum = 0; // Check for an optional specific region to display if (argc == 2) regionNum = strToInt(argv[1]); // Color index to use for the first priority region int color = 16; int count = 0; // Lock the background surface for access Graphics::Surface destSurface = g_globals->_sceneManager._scene->_backSurface.lockSurface(); Common::List<Region>::iterator i = g_globals->_sceneManager._scene->_priorities.begin(); Common::String regionsDesc; for (; i != g_globals->_sceneManager._scene->_priorities.end(); ++i, ++color, ++count) { Region &r = *i; if ((regionNum == 0) || (regionNum == (count + 1))) { for (int y = 0; y < destSurface.h; ++y) { byte *destP = (byte *)destSurface.getBasePtr(0, y); for (int x = 0; x < destSurface.w; ++x) { if (r.contains(Common::Point(g_globals->_sceneManager._scene->_sceneBounds.left + x, g_globals->_sceneManager._scene->_sceneBounds.top + y))) *destP = color; ++destP; } } } regionsDesc += Common::String::format("Region Priority = %d bounds=%d,%d,%d,%d\n", r._regionId, r._bounds.left, r._bounds.top, r._bounds.right, r._bounds.bottom); } // Release the surface g_globals->_sceneManager._scene->_backSurface.unlockSurface(); // Mark the scene as requiring a full redraw g_globals->_paneRefreshFlag[0] = 2; DebugPrintf("Total regions = %d\n", count); DebugPrintf("%s", regionsDesc.c_str()); return true; } /* * This command draws the scene regions onto the screen. These are the regions * used by hotspots that have non-rectangular areas. */ bool Debugger::Cmd_SceneRegions(int argc, const char **argv) { int regionNum = 0; // Check for an optional specific region to display if (argc == 2) regionNum = strToInt(argv[1]); // Color index to use for the first priority region int color = 16; int count = 0; // Lock the background surface for access Graphics::Surface destSurface = g_globals->_sceneManager._scene->_backSurface.lockSurface(); Common::List<Region>::iterator i = g_globals->_sceneRegions.begin(); Common::String regionsDesc; for (; i != g_globals->_sceneRegions.end(); ++i, ++color, ++count) { Region &r = *i; if ((regionNum == 0) || (regionNum == (count + 1))) { for (int y = 0; y < destSurface.h; ++y) { byte *destP = (byte *)destSurface.getBasePtr(0, y); for (int x = 0; x < destSurface.w; ++x) { if (r.contains(Common::Point(g_globals->_sceneManager._scene->_sceneBounds.left + x, g_globals->_sceneManager._scene->_sceneBounds.top + y))) *destP = color; ++destP; } } } regionsDesc += Common::String::format("Region id = %d bounds=%d,%d,%d,%d\n", r._regionId, r._bounds.left, r._bounds.top, r._bounds.right, r._bounds.bottom); } // Release the surface g_globals->_sceneManager._scene->_backSurface.unlockSurface(); // Mark the scene as requiring a full redraw g_globals->_paneRefreshFlag[0] = 2; DebugPrintf("Total regions = %d\n", count); DebugPrintf("%s", regionsDesc.c_str()); return true; } /* * This command sets a flag */ bool Debugger::Cmd_SetFlag(int argc, const char **argv) { // Check for a flag to set if (argc != 2) { DebugPrintf("Usage: %s <flag number>\n", argv[0]); return true; } int flagNum = strToInt(argv[1]); g_globals->setFlag(flagNum); return true; } /* * This command gets the value of a flag */ bool Debugger::Cmd_GetFlag(int argc, const char **argv) { // Check for an flag to display if (argc != 2) { DebugPrintf("Usage: %s <flag number>\n", argv[0]); return true; } int flagNum = strToInt(argv[1]); DebugPrintf("Value: %d\n", g_globals->getFlag(flagNum)); return true; } /* * This command clears a flag */ bool Debugger::Cmd_ClearFlag(int argc, const char **argv) { // Check for a flag to clear if (argc != 2) { DebugPrintf("Usage: %s <flag number>\n", argv[0]); return true; } int flagNum = strToInt(argv[1]); g_globals->clearFlag(flagNum); return true; } /** * Show any active hotspot areas in the scene */ bool Debugger::Cmd_Hotspots(int argc, const char **argv) { int colIndex = 16; const Rect &sceneBounds = g_globals->_sceneManager._scene->_sceneBounds; // Lock the background surface for access Graphics::Surface destSurface = g_globals->_sceneManager._scene->_backSurface.lockSurface(); // Iterate through the scene items SynchronizedList<SceneItem *>::iterator i; for (i = g_globals->_sceneItems.reverse_begin(); i != g_globals->_sceneItems.end(); --i, ++colIndex) { SceneItem *o = *i; // Draw the contents of the hotspot area if (o->_sceneRegionId == 0) { // Scene item doesn't use a region, so fill in the entire area if ((o->_bounds.right > o->_bounds.left) && (o->_bounds.bottom > o->_bounds.top)) destSurface.fillRect(Rect(o->_bounds.left - sceneBounds.left, o->_bounds.top - sceneBounds.top, o->_bounds.right - sceneBounds.left - 1, o->_bounds.bottom - sceneBounds.top - 1), colIndex); } else { // Scene uses a region, so get it and use it to fill out only the correct parts SceneRegions::iterator ri = g_globals->_sceneRegions.begin(); while ((ri != g_globals->_sceneRegions.end()) && ((*ri)._regionId != o->_sceneRegionId)) ++ri; if (ri != g_globals->_sceneRegions.end()) { // Fill out the areas defined by the region Region &r = *ri; for (int y = r._bounds.top; y < r._bounds.bottom; ++y) { LineSliceSet set = r.getLineSlices(y); for (uint p = 0; p < set.items.size(); ++p) destSurface.hLine(set.items[p].xs - sceneBounds.left, y - sceneBounds.top, set.items[p].xe - sceneBounds.left - 1, colIndex); } } } } // Release the surface g_globals->_sceneManager._scene->_backSurface.unlockSurface(); // Mark the scene as requiring a full redraw g_globals->_paneRefreshFlag[0] = 2; return false; } /** * Play the specified sound */ bool Debugger::Cmd_Sound(int argc, const char **argv) { if (argc != 2) { DebugPrintf("Usage: %s <sound number>\n", argv[0]); return true; } int soundNum = strToInt(argv[1]); g_globals->_soundHandler.play(soundNum); return false; } /* * This command lists the objects available, and their ID */ bool DemoDebugger::Cmd_ListObjects(int argc, const char **argv) { DebugPrintf("Not available in Demo\n"); return true; } bool DemoDebugger::Cmd_MoveObject(int argc, const char **argv) { DebugPrintf("Not available in Demo\n"); return true; } /* * This command lists the objects available, and their ID */ bool RingworldDebugger::Cmd_ListObjects(int argc, const char **argv) { if (argc != 1) { DebugPrintf("Usage: %s\n", argv[0]); return true; } DebugPrintf("Available objects for this game are:\n"); DebugPrintf("0 - Stunner\n"); DebugPrintf("1 - Scanner\n"); DebugPrintf("2 - Stasis Box\n"); DebugPrintf("3 - Info Disk\n"); DebugPrintf("4 - Stasis Negator\n"); DebugPrintf("5 - Key Device\n"); DebugPrintf("6 - Medkit\n"); DebugPrintf("7 - Ladder\n"); DebugPrintf("8 - Rope\n"); DebugPrintf("9 - Key\n"); DebugPrintf("10 - Translator\n"); DebugPrintf("11 - Ale\n"); DebugPrintf("12 - Paper\n"); DebugPrintf("13 - Waldos\n"); DebugPrintf("14 - Stasis Box 2\n"); DebugPrintf("15 - Ring\n"); DebugPrintf("16 - Cloak\n"); DebugPrintf("17 - Tunic\n"); DebugPrintf("18 - Candle\n"); DebugPrintf("19 - Straw\n"); DebugPrintf("20 - Scimitar\n"); DebugPrintf("21 - Sword\n"); DebugPrintf("22 - Helmet\n"); DebugPrintf("23 - Items\n"); DebugPrintf("24 - Concentrator\n"); DebugPrintf("25 - Nullifier\n"); DebugPrintf("26 - Peg\n"); DebugPrintf("27 - Vial\n"); DebugPrintf("28 - Jacket\n"); DebugPrintf("29 - Tunic 2\n"); DebugPrintf("30 - Bone\n"); DebugPrintf("31 - Empty Jar\n"); DebugPrintf("32 - Jar\n"); return true; } /* * This command gets an item, or move it to a room */ bool RingworldDebugger::Cmd_MoveObject(int argc, const char **argv) { // Check for a flag to clear if ((argc < 2) || (argc > 3)){ DebugPrintf("Usage: %s <object number> [<scene number>]\n", argv[0]); DebugPrintf("If no scene is specified, the object will be added to inventory\n"); return true; } int objNum = strToInt(argv[1]); int sceneNum = 1; if (argc == 3) sceneNum = strToInt(argv[2]); switch (objNum) { case OBJECT_STUNNER: RING_INVENTORY._stunner._sceneNumber = sceneNum; break; case OBJECT_SCANNER: RING_INVENTORY._scanner._sceneNumber = sceneNum; break; case OBJECT_STASIS_BOX: RING_INVENTORY._stasisBox._sceneNumber = sceneNum; break; case OBJECT_INFODISK: RING_INVENTORY._infoDisk._sceneNumber = sceneNum; break; case OBJECT_STASIS_NEGATOR: RING_INVENTORY._stasisNegator._sceneNumber = sceneNum; break; case OBJECT_KEY_DEVICE: RING_INVENTORY._keyDevice._sceneNumber = sceneNum; break; case OBJECT_MEDKIT: RING_INVENTORY._medkit._sceneNumber = sceneNum; break; case OBJECT_LADDER: RING_INVENTORY._ladder._sceneNumber = sceneNum; break; case OBJECT_ROPE: RING_INVENTORY._rope._sceneNumber = sceneNum; break; case OBJECT_KEY: RING_INVENTORY._key._sceneNumber = sceneNum; break; case OBJECT_TRANSLATOR: RING_INVENTORY._translator._sceneNumber = sceneNum; break; case OBJECT_ALE: RING_INVENTORY._ale._sceneNumber = sceneNum; break; case OBJECT_PAPER: RING_INVENTORY._paper._sceneNumber = sceneNum; break; case OBJECT_WALDOS: RING_INVENTORY._waldos._sceneNumber = sceneNum; break; case OBJECT_STASIS_BOX2: RING_INVENTORY._stasisBox2._sceneNumber = sceneNum; break; case OBJECT_RING: RING_INVENTORY._ring._sceneNumber = sceneNum; break; case OBJECT_CLOAK: RING_INVENTORY._cloak._sceneNumber = sceneNum; break; case OBJECT_TUNIC: RING_INVENTORY._tunic._sceneNumber = sceneNum; break; case OBJECT_CANDLE: RING_INVENTORY._candle._sceneNumber = sceneNum; break; case OBJECT_STRAW: RING_INVENTORY._straw._sceneNumber = sceneNum; break; case OBJECT_SCIMITAR: RING_INVENTORY._scimitar._sceneNumber = sceneNum; break; case OBJECT_SWORD: RING_INVENTORY._sword._sceneNumber = sceneNum; break; case OBJECT_HELMET: RING_INVENTORY._helmet._sceneNumber = sceneNum; break; case OBJECT_ITEMS: RING_INVENTORY._items._sceneNumber = sceneNum; break; case OBJECT_CONCENTRATOR: RING_INVENTORY._concentrator._sceneNumber = sceneNum; break; case OBJECT_NULLIFIER: RING_INVENTORY._nullifier._sceneNumber = sceneNum; break; case OBJECT_PEG: RING_INVENTORY._peg._sceneNumber = sceneNum; break; case OBJECT_VIAL: RING_INVENTORY._vial._sceneNumber = sceneNum; break; case OBJECT_JACKET: RING_INVENTORY._jacket._sceneNumber = sceneNum; break; case OBJECT_TUNIC2: RING_INVENTORY._tunic2._sceneNumber = sceneNum; break; case OBJECT_BONE: RING_INVENTORY._bone._sceneNumber = sceneNum; break; case OBJECT_EMPTY_JAR: RING_INVENTORY._emptyJar._sceneNumber = sceneNum; break; case OBJECT_JAR: RING_INVENTORY._jar._sceneNumber = sceneNum; break; default: DebugPrintf("Invalid object Id %s\n", argv[1]); break; } return true; } /* * This command lists the objects available, and their ID */ bool BlueForceDebugger::Cmd_ListObjects(int argc, const char **argv) { if (argc != 1) { DebugPrintf("Usage: %s\n", argv[0]); return true; } DebugPrintf("Available objects for this game are:\n"); DebugPrintf("1 - INV_COLT45\n"); DebugPrintf("2 - INV_AMMO_CLIP\n"); DebugPrintf("3 - INV_SPARE_CLIP\n"); DebugPrintf("4 - INV_HANDCUFFS\n"); DebugPrintf("5 - INV_GREENS_GUN\n"); DebugPrintf("6 - INV_TICKET_BOOK\n"); DebugPrintf("7 - INV_MIRANDA_CARD\n"); DebugPrintf("8 - INV_FOREST_RAP\n"); DebugPrintf("9 - INV_GREEN_ID\n"); DebugPrintf("10 - INV_BASEBALL_CARD\n"); DebugPrintf("11 - INV_BOOKING_GREEN\n"); DebugPrintf("12 - INV_FLARE\n"); DebugPrintf("13 - INV_COBB_RAP\n"); DebugPrintf("14 - INV_22_BULLET\n"); DebugPrintf("15 - INV_AUTO_RIFLE\n"); DebugPrintf("16 - INV_WIG\n"); DebugPrintf("17 - INV_FRANKIE_ID\n"); DebugPrintf("18 - INV_TYRONE_ID\n"); DebugPrintf("19 - INV_22_SNUB\n"); DebugPrintf("20 - INV_BOOKING_FRANKIE\n"); DebugPrintf("21 - INV_BOOKING_GANG\n"); DebugPrintf("22 - INV_FBI_TELETYPE\n"); DebugPrintf("23 - INV_DA_NOTE\n"); DebugPrintf("24 - INV_PRINT_OUT\n"); DebugPrintf("25 - INV_WAREHOUSE_KEYS\n"); DebugPrintf("26 - INV_CENTER_PUNCH\n"); DebugPrintf("27 - INV_TRANQ_GUN\n"); DebugPrintf("28 - INV_HOOK\n"); DebugPrintf("29 - INV_RAGS\n"); DebugPrintf("30 - INV_JAR\n"); DebugPrintf("31 - INV_SCREWDRIVER\n"); DebugPrintf("32 - INV_D_FLOPPY\n"); DebugPrintf("33 - INV_BLANK_DISK\n"); DebugPrintf("34 - INV_STICK\n"); DebugPrintf("35 - INV_CRATE1\n"); DebugPrintf("36 - INV_CRATE2\n"); DebugPrintf("37 - INV_SHOEBOX\n"); DebugPrintf("38 - INV_BADGE\n"); DebugPrintf("39 - INV_RENTAL_COUPON\n"); DebugPrintf("40 - INV_NICKEL\n"); DebugPrintf("41 - INV_LYLE_CARD\n"); DebugPrintf("42 - INV_CARTER_NOTE\n"); DebugPrintf("43 - INV_MUG_SHOT\n"); DebugPrintf("44 - INV_CLIPPING\n"); DebugPrintf("45 - INV_MICROFILM \n"); DebugPrintf("46 - INV_WAVE_KEYS\n"); DebugPrintf("47 - INV_RENTAL_KEYS\n"); DebugPrintf("48 - INV_NAPKIN\n"); DebugPrintf("49 - INV_DMV_PRINTOUT\n"); DebugPrintf("50 - INV_FISHING_NET\n"); DebugPrintf("51 - INV_ID\n"); DebugPrintf("52 - INV_9MM_BULLETS\n"); DebugPrintf("53 - INV_SCHEDULE\n"); DebugPrintf("54 - INV_GRENADES\n"); DebugPrintf("55 - INV_YELLOW_CORD\n"); DebugPrintf("56 - INV_HALF_YELLOW_CORD\n"); DebugPrintf("57 - INV_BLACK_CORD\n"); DebugPrintf("58 - INV_HALF_BLACK_CORD\n"); DebugPrintf("59 - INV_WARRANT\n"); DebugPrintf("60 - INV_JACKET\n"); DebugPrintf("61 - INV_GREENS_KNIFE\n"); DebugPrintf("62 - INV_DOG_WHISTLE\n"); DebugPrintf("63 - INV_AMMO_BELT\n"); DebugPrintf("64 - INV_CARAVAN_KEY\n"); return true; } bool BlueForceDebugger::Cmd_MoveObject(int argc, const char **argv) { // Check for a flag to clear if ((argc < 2) || (argc > 3)){ DebugPrintf("Usage: %s <object number> [<scene number>]\n", argv[0]); DebugPrintf("If no scene is specified, the object will be added to inventory\n"); return true; } int objNum = strToInt(argv[1]); int sceneNum = 1; if (argc == 3) sceneNum = strToInt(argv[2]); if ((objNum > 0) && (objNum < 65)) BF_INVENTORY.setObjectScene(objNum, sceneNum); else DebugPrintf("Invalid object Id %s\n", argv[1]); return true; } /* * This command lists the objects available, and their ID */ bool Ringworld2Debugger::Cmd_ListObjects(int argc, const char **argv) { if (argc != 1) { DebugPrintf("Usage: %s\n", argv[0]); return true; } DebugPrintf("Available objects for this game are:\n"); DebugPrintf("1 - R2_OPTO_DISK\n"); DebugPrintf("2 - R2_READER\n"); DebugPrintf("3 - R2_NEGATOR_GUN\n"); DebugPrintf("4 - R2_STEPPING_DISKS\n"); DebugPrintf("5 - R2_ATTRACTOR_UNIT\n"); DebugPrintf("6 - R2_SENSOR_PROBE\n"); DebugPrintf("7 - R2_SONIC_STUNNER\n"); DebugPrintf("8 - R2_CABLE_HARNESS\n"); DebugPrintf("9 - R2_COM_SCANNER\n"); DebugPrintf("10 - R2_SPENT_POWER_CAPSULE\n"); DebugPrintf("11 - R2_CHARGED_POWER_CAPSULE\n"); DebugPrintf("12 - R2_AEROSOL\n"); DebugPrintf("13 - R2_REMOTE_CONTROL\n"); DebugPrintf("14 - R2_OPTICAL_FIBRE\n"); DebugPrintf("15 - R2_CLAMP\n"); DebugPrintf("16 - R2_ATTRACTOR_CABLE_HARNESS\n"); DebugPrintf("17 - R2_FUEL_CELL\n"); DebugPrintf("18 - R2_GYROSCOPE\n"); DebugPrintf("19 - R2_AIRBAG\n"); DebugPrintf("20 - R2_REBREATHER_TANK\n"); DebugPrintf("21 - R2_RESERVE_REBREATHER_TANK\n"); DebugPrintf("22 - R2_GUIDANCE_MODULE\n"); DebugPrintf("23 - R2_THRUSTER_VALVE\n"); DebugPrintf("24 - R2_BALLOON_BACKPACK\n"); DebugPrintf("25 - R2_RADAR_MECHANISM\n"); DebugPrintf("26 - R2_JOYSTICK\n"); DebugPrintf("27 - R2_IGNITOR\n"); DebugPrintf("28 - R2_DIAGNOSTICS_DISPLAY\n"); DebugPrintf("29 - R2_GLASS_DOME\n"); DebugPrintf("30 - R2_WICK_LAMP\n"); DebugPrintf("31 - R2_SCRITH_KEY\n"); DebugPrintf("32 - R2_TANNER_MASK\n"); DebugPrintf("33 - R2_PURE_GRAIN_ALCOHOL\n"); DebugPrintf("34 - R2_SAPPHIRE_BLUE\n"); DebugPrintf("35 - R2_ANCIENT_SCROLLS\n"); DebugPrintf("36 - R2_FLUTE\n"); DebugPrintf("37 - R2_GUNPOWDER\n"); DebugPrintf("38 - R2_NONAME\n"); DebugPrintf("39 - R2_COM_SCANNER_2\n"); DebugPrintf("40 - R2_SUPERCONDUCTOR_WIRE\n"); DebugPrintf("41 - R2_PILLOW\n"); DebugPrintf("42 - R2_FOOD_TRAY\n"); DebugPrintf("43 - R2_LASER_HACKSAW\n"); DebugPrintf("44 - R2_PHOTON_STUNNER\n"); DebugPrintf("45 - R2_BATTERY\n"); DebugPrintf("46 - R2_SOAKED_FACEMASK\n"); DebugPrintf("47 - R2_LIGHT_BULB\n"); DebugPrintf("48 - R2_ALCOHOL_LAMP\n"); DebugPrintf("49 - R2_ALCOHOL_LAMP_2\n"); DebugPrintf("50 - R2_ALCOHOL_LAMP_3\n"); DebugPrintf("51 - R2_BROKEN_DISPLAY\n"); DebugPrintf("52 - R2_TOOLBOX\n"); return true; } bool Ringworld2Debugger::Cmd_MoveObject(int argc, const char **argv) { // Check for a flag to clear if ((argc < 2) || (argc > 3)){ DebugPrintf("Usage: %s <object number> [<scene number>]\n", argv[0]); DebugPrintf("If no scene is specified, the object will be added to inventory\n"); return true; } int objNum = strToInt(argv[1]); int sceneNum = 1; if (argc == 3) sceneNum = strToInt(argv[2]); if ((objNum > 0) && (objNum < 53)) R2_INVENTORY.setObjectScene(objNum, sceneNum); else DebugPrintf("Invalid object Id %s\n", argv[1]); return true; } } // End of namespace TsAGE