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https://github.com/scummvm/scummvm.git
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- many parts renamed to proper names regression: unexpected actor apeared while intro is played svn-id: r16104
217 lines
5.6 KiB
C++
217 lines
5.6 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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// Console module
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#include "saga/saga.h"
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#include "saga/actor.h"
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#include "saga/animation.h"
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#include "saga/scene.h"
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#include "saga/script.h"
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#include "saga/console.h"
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#include "common/debugger.cpp"
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namespace Saga {
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Console::Console(SagaEngine *vm) : Common::Debugger<Console>() {
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_vm = vm;
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DCmd_Register("continue", &Console::Cmd_Exit);
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DCmd_Register("exit", &Console::Cmd_Exit);
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DCmd_Register("quit", &Console::Cmd_Exit);
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DCmd_Register("help", &Console::Cmd_Help);
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// CVAR_Register_I(&_soundEnabled, "sound", NULL, CVAR_CFG, 0, 1);
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// CVAR_Register_I(&_musicEnabled, "music", NULL, CVAR_CFG, 0, 1);
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// Actor commands
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DCmd_Register("actor_move", &Console::Cmd_ActorMove);
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DCmd_Register("actor_moverel", &Console::Cmd_ActorMoveRel);
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DCmd_Register("actor_seto", &Console::Cmd_ActorSetO);
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DCmd_Register("actor_setact", &Console::Cmd_ActorSetAct);
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// Animation commands
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DCmd_Register("anim_info", &Console::Cmd_AnimInfo);
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// Game stuff
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#if 0
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// Register "g_language" cfg cvar
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strncpy(GameModule.game_language, "us", MAXPATH);
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CVAR_Register_S(GameModule.game_language, "g_language", NULL, CVAR_CFG, GAME_LANGSTR_LIMIT);
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// Register "g_skipintro" cfg cvar
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CVAR_Register_I(&GameModule.g_skipintro, "g_skipintro", NULL, CVAR_CFG, 0, 1);
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#endif
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// Scene commands
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DCmd_Register("scene_change", &Console::Cmd_SceneChange);
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DCmd_Register("scene_info", &Console::Cmd_SceneInfo);
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DCmd_Register("action_info", &Console::Cmd_ActionInfo);
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DCmd_Register("object_info", &Console::Cmd_ObjectInfo);
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// CVAR_Register_I(&_sceneNumber, "scene", NULL, CVAR_READONLY, 0, 0);
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// Script commands
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DCmd_Register("script_info", &Console::Cmd_ScriptInfo);
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DCmd_Register("script_exec", &Console::Cmd_ScriptExec);
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DCmd_Register("script_togglestep", &Console::Cmd_ScriptToggleStep);
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// CVAR_RegisterFunc(CF_script_info, "script_info", NULL, CVAR_NONE, 0, 0, this);
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// CVAR_RegisterFunc(CF_script_exec, "script_exec", "<Script number>", CVAR_NONE, 1, 1, this);
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// CVAR_RegisterFunc(CF_script_togglestep, "script_togglestep", NULL, CVAR_NONE, 0, 0, this);
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}
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Console::~Console() {
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}
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void Console::preEnter() {
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}
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void Console::postEnter() {
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}
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bool Console::Cmd_Exit(int argc, const char **argv) {
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_detach_now = true;
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return false;
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}
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bool Console::Cmd_Help(int argc, const char **argv) {
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// console normally has 39 line width
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// wrap around nicely
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int width = 0, size, i;
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DebugPrintf("Commands are:\n");
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for (i = 0 ; i < _dcmd_count ; i++) {
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size = strlen(_dcmds[i].name) + 1;
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if ((width + size) >= 39) {
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DebugPrintf("\n");
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width = size;
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} else
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width += size;
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DebugPrintf("%s ", _dcmds[i].name);
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}
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width = 0;
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DebugPrintf("\n\nVariables are:\n");
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for (i = 0 ; i < _dvar_count ; i++) {
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size = strlen(_dvars[i].name) + 1;
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if ((width + size) >= 39) {
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DebugPrintf("\n");
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width = size;
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} else
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width += size;
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DebugPrintf("%s ", _dvars[i].name);
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}
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DebugPrintf("\n");
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return true;
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}
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bool Console::Cmd_ActorMove(int argc, const char **argv) {
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if (argc != 4)
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DebugPrintf("Usage: %s <Actor id> <lx> <ly>\n", argv[0]);
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else
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_vm->_actor->CF_actor_move(argc, argv);
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return true;
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}
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bool Console::Cmd_ActorMoveRel(int argc, const char **argv) {
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if (argc != 4)
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DebugPrintf("Usage: %s <Actor id> <lx> <ly>\n", argv[0]);
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else
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_vm->_actor->CF_actor_moverel(argc, argv);
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return true;
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}
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bool Console::Cmd_ActorSetO(int argc, const char **argv) {
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if (argc != 3)
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DebugPrintf("Usage: %s <Actor id> <Orientation>\n", argv[0]);
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else
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_vm->_actor->CF_actor_seto(argc, argv);
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return true;
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}
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bool Console::Cmd_ActorSetAct(int argc, const char **argv) {
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if (argc != 3)
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DebugPrintf("Usage: %s <Actor id> <Action #>\n", argv[0]);
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else
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_vm->_actor->CF_actor_setact(argc, argv);
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return true;
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}
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bool Console::Cmd_AnimInfo(int argc, const char **argv) {
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_vm->_anim->animInfo();
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return true;
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}
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bool Console::Cmd_SceneChange(int argc, const char **argv) {
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if (argc != 2)
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DebugPrintf("Usage: %s <Scene number>\n", argv[0]);
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else
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_vm->_scene->sceneChangeCmd(argc, argv);
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return true;
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}
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bool Console::Cmd_SceneInfo(int argc, const char **argv) {
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_vm->_scene->sceneInfoCmd();
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return true;
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}
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bool Console::Cmd_ActionInfo(int argc, const char **argv) {
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_vm->_scene->CF_actioninfo();
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return true;
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}
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bool Console::Cmd_ObjectInfo(int argc, const char **argv) {
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_vm->_scene->CF_objectinfo();
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return true;
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}
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bool Console::Cmd_ScriptInfo(int argc, const char **argv) {
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_vm->_script->scriptInfo();
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return true;
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}
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bool Console::Cmd_ScriptExec(int argc, const char **argv) {
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if (argc != 2)
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DebugPrintf("Usage: %s <Script number>\n", argv[0]);
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else
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_vm->_script->scriptExec(argc, argv);
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return true;
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}
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bool Console::Cmd_ScriptToggleStep(int argc, const char **argv) {
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_vm->_script->CF_script_togglestep();
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return true;
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}
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} // End of namespace Saga
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