1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
|
/* 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/modules/module1600.h"
namespace Neverhood {
Console::Console(NeverhoodEngine *vm) : GUI::Debugger(), _vm(vm) {
DCmd_Register("room", WRAP_METHOD(Console, Cmd_Room));
DCmd_Register("surfaces", WRAP_METHOD(Console, Cmd_Surfaces));
DCmd_Register("cheat", WRAP_METHOD(Console, Cmd_Cheat));
}
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 <module> <scene> 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 <cheatname> 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(" radio - enables the radio, module 3000, scene 9 - same as pulling the rightmost cord in the flytrap room\n");
DebugPrintf(" music - shows the correct index in the radio music puzzle, module 2800, scene 1\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, can be used anywhere\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;
}
} // End of namespace Neverhood
|