/* ScummVM - Scumm Interpreter * Copyright (C) 2004 The ScummVM project * * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header: /cvsroot/scummvm/scummvm/saga/console.cpp,v 1.19 2004/12/03 19:15:44 eriktorbjorn Exp $ * */ // Console module #include "saga/saga.h" #include "saga/actor.h" #include "saga/animation.h" #include "saga/scene.h" #include "saga/script.h" #include "saga/console.h" #include "common/debugger.cpp" namespace Saga { Console::Console(SagaEngine *vm) : Common::Debugger<Console>() { _vm = vm; DCmd_Register("continue", &Console::Cmd_Exit); DCmd_Register("exit", &Console::Cmd_Exit); DCmd_Register("quit", &Console::Cmd_Exit); DCmd_Register("help", &Console::Cmd_Help); // CVAR_Register_I(&_soundEnabled, "sound", NULL, CVAR_CFG, 0, 1); // CVAR_Register_I(&_musicEnabled, "music", NULL, CVAR_CFG, 0, 1); // Actor commands DCmd_Register("actor_add", &Console::Cmd_ActorAdd); DCmd_Register("actor_del", &Console::Cmd_ActorDel); DCmd_Register("actor_move", &Console::Cmd_ActorMove); DCmd_Register("actor_moverel", &Console::Cmd_ActorMoveRel); DCmd_Register("actor_seto", &Console::Cmd_ActorSetO); DCmd_Register("actor_setact", &Console::Cmd_ActorSetAct); // Animation commands DCmd_Register("anim_info", &Console::Cmd_AnimInfo); // Game stuff #if 0 // Register "g_language" cfg cvar strncpy(GameModule.game_language, "us", MAXPATH); CVAR_Register_S(GameModule.game_language, "g_language", NULL, CVAR_CFG, GAME_LANGSTR_LIMIT); // Register "g_skipintro" cfg cvar CVAR_Register_I(&GameModule.g_skipintro, "g_skipintro", NULL, CVAR_CFG, 0, 1); #endif // Scene commands DCmd_Register("scene_change", &Console::Cmd_SceneChange); DCmd_Register("scene_info", &Console::Cmd_SceneInfo); DCmd_Register("action_info", &Console::Cmd_ActionInfo); DCmd_Register("object_info", &Console::Cmd_ObjectInfo); // CVAR_Register_I(&_sceneNumber, "scene", NULL, CVAR_READONLY, 0, 0); // Script commands DCmd_Register("script_info", &Console::Cmd_ScriptInfo); DCmd_Register("script_exec", &Console::Cmd_ScriptExec); DCmd_Register("script_togglestep", &Console::Cmd_ScriptToggleStep); // CVAR_RegisterFunc(CF_script_info, "script_info", NULL, CVAR_NONE, 0, 0, this); // CVAR_RegisterFunc(CF_script_exec, "script_exec", "<Script number>", CVAR_NONE, 1, 1, this); // CVAR_RegisterFunc(CF_script_togglestep, "script_togglestep", NULL, CVAR_NONE, 0, 0, this); } Console::~Console() { } void Console::preEnter() { } void Console::postEnter() { } bool Console::Cmd_Exit(int argc, const char **argv) { _detach_now = true; return false; } bool Console::Cmd_Help(int argc, const char **argv) { // console normally has 39 line width // wrap around nicely int width = 0, size, i; DebugPrintf("Commands are:\n"); for (i = 0 ; i < _dcmd_count ; i++) { size = strlen(_dcmds[i].name) + 1; if ((width + size) >= 39) { DebugPrintf("\n"); width = size; } else width += size; DebugPrintf("%s ", _dcmds[i].name); } width = 0; DebugPrintf("\n\nVariables are:\n"); for (i = 0 ; i < _dvar_count ; i++) { size = strlen(_dvars[i].name) + 1; if ((width + size) >= 39) { DebugPrintf("\n"); width = size; } else width += size; DebugPrintf("%s ", _dvars[i].name); } DebugPrintf("\n"); return true; } bool Console::Cmd_ActorAdd(int argc, const char **argv) { if (argc != 4) DebugPrintf("Usage: %s <Actor id> <lx> <ly>\n", argv[0]); else _vm->_actor->CF_actor_add(argc, argv); return true; } bool Console::Cmd_ActorDel(int argc, const char **argv) { if (argc != 2) DebugPrintf("Usage: %s <Actor id>\n", argv[0]); else _vm->_actor->CF_actor_del(argc, argv); return true; } bool Console::Cmd_ActorMove(int argc, const char **argv) { if (argc != 4) DebugPrintf("Usage: %s <Actor id> <lx> <ly>\n", argv[0]); else _vm->_actor->CF_actor_move(argc, argv); return true; } bool Console::Cmd_ActorMoveRel(int argc, const char **argv) { if (argc != 4) DebugPrintf("Usage: %s <Actor id> <lx> <ly>\n", argv[0]); else _vm->_actor->CF_actor_moverel(argc, argv); return true; } bool Console::Cmd_ActorSetO(int argc, const char **argv) { if (argc != 3) DebugPrintf("Usage: %s <Actor id> <Orientation>\n", argv[0]); else _vm->_actor->CF_actor_seto(argc, argv); return true; } bool Console::Cmd_ActorSetAct(int argc, const char **argv) { if (argc != 3) DebugPrintf("Usage: %s <Actor id> <Action #>\n", argv[0]); else _vm->_actor->CF_actor_setact(argc, argv); return true; } bool Console::Cmd_AnimInfo(int argc, const char **argv) { _vm->_anim->animInfo(); return true; } bool Console::Cmd_SceneChange(int argc, const char **argv) { if (argc != 2) DebugPrintf("Usage: %s <Scene number>\n", argv[0]); else _vm->_scene->sceneChangeCmd(argc, argv); return true; } bool Console::Cmd_SceneInfo(int argc, const char **argv) { _vm->_scene->sceneInfoCmd(); return true; } bool Console::Cmd_ActionInfo(int argc, const char **argv) { _vm->_scene->CF_actioninfo(); return true; } bool Console::Cmd_ObjectInfo(int argc, const char **argv) { _vm->_scene->CF_objectinfo(); return true; } bool Console::Cmd_ScriptInfo(int argc, const char **argv) { _vm->_script->scriptInfo(); return true; } bool Console::Cmd_ScriptExec(int argc, const char **argv) { if (argc != 2) DebugPrintf("Usage: %s <Script number>\n", argv[0]); else _vm->_script->scriptExec(argc, argv); return true; } bool Console::Cmd_ScriptToggleStep(int argc, const char **argv) { _vm->_script->CF_script_togglestep(); return true; } } // End of namespace Saga