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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));
registerCmd("find_action", WRAP_METHOD(Console, Cmd_FindAction));
}
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" };
const char *directions[] = { "", "North", "South", "East", "West" };
const char *actionTypes[] = {
"", "PlaySound", "PlaySoundLooping", "ShowDiff", "ShowDiffLooping", "LoadDiff", "LoadBitmap", "ShowBitmap", "Transition", "NoUpdate", "ForceUpdate",
"ShowCurPict", "SetElement", "UnsetElement", "ShowMessage", "ShowMessages", "ChangeRoom", "SetCloseup", "MainView", "SubInv", "AddInv", "ShowDir",
"WaitSecs", "StopMusic", "StartMusic", "ChangeMusic", "ResetMusic", "FillMusic", "WaitSound", "ClearSound", "WinMusic", "WinGame", "LostGame",
"ResetBuffer", "SpecialCmd", "CShowMessage", "PlaySoundNoWait"
};
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", ruleTypes[rule->_ruleType]);
if (rule->_ruleType == kRuleTypeAction || rule->_ruleType == kRuleTypeOperate)
debugPrintf(" (item %d, closeup %d)", rule->_param1, rule->_param2);
else if (rule->_ruleType == kRuleTypeGoForward)
debugPrintf(" (%s)", directions[rule->_param1]);
else if (rule->_ruleType == kRuleTypeTurnFromTo)
debugPrintf(" (from %s to %s)", directions[rule->_param1], directions[rule->_param2]);
debugPrintf("\n");
while (rule->_actionList) {
Action *action = rule->_actionList;
debugPrintf(" - %s ('%s', %d, %d, %d)\n", actionTypes[action->_actionType], action->_messages[0].c_str(), action->_param1, action->_param2, action->_param3);
rule->_actionList = rule->_actionList->_nextAction;
}
}
return true;
}
bool Console::Cmd_FindAction(int argc, const char **argv) {
if (argc < 2) {
debugPrintf("Usage: %s <action id> [param 1] [param 2]\n", argv[0]);
return true;
}
int actionId = atoi(argv[1]);
int param1 = (argc > 2) ? atoi(argv[2]) : -1;
int param2 = (argc > 3) ? atoi(argv[3]) : -1;
int param3 = (argc > 4) ? atoi(argv[4]) : -1;
for (uint16 i = 1; i <= _vm->_manyRooms; i++) {
_vm->_resource->readViews(i);
for (RuleList::iterator rule = _vm->_rooms[i]._rules->begin(); rule != _vm->_rooms[i]._rules->end(); ++rule) {
while (rule->_actionList) {
if (rule->_actionList->_actionType == actionId &&
(rule->_actionList->_param1 == param1 || param1 == -1) &&
(rule->_actionList->_param2 == param2 || param2 == -1) &&
(rule->_actionList->_param3 == param3 || param3 == -1)) {
debugPrintf("Found at script %d\n", i);
}
rule->_actionList = rule->_actionList->_nextAction;
}
}
}
return true;
}
} // End of namespace Neverhood
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