/* 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 3 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, see . * */ #include "common/file.h" #include "mm/shared/utils/strings.h" #include "mm/xeen/xeen.h" #include "mm/xeen/debugger.h" #include "mm/xeen/files.h" namespace MM { namespace Xeen { Debugger::Debugger(XeenEngine *vm) : GUI::Debugger(), _vm(vm), _spellId(-1), _invincible(false), _intangible(false), _superStrength(false) { registerCmd("continue", WRAP_METHOD(Debugger, cmdExit)); registerCmd("spell", WRAP_METHOD(Debugger, cmdSpell)); registerCmd("spells", WRAP_METHOD(Debugger, cmdSpells)); registerCmd("dump", WRAP_METHOD(Debugger, cmdDump)); registerCmd("gold", WRAP_METHOD(Debugger, cmdGold)); registerCmd("gems", WRAP_METHOD(Debugger, cmdGems)); registerCmd("map", WRAP_METHOD(Debugger, cmdMap)); registerCmd("pos", WRAP_METHOD(Debugger, cmdPos)); registerCmd("invincible", WRAP_METHOD(Debugger, cmdInvincible)); registerCmd("strength", WRAP_METHOD(Debugger, cmdSuperStrength)); registerCmd("intangible", WRAP_METHOD(Debugger, cmdIntangible)); registerCmd("load", WRAP_METHOD(Debugger, cmdLoadOriginal)); } void Debugger::onFrame() { if (_spellId != -1) { // Cast any specified spell MagicSpell spellId = (MagicSpell)_spellId; _spellId = -1; Character *c = &_vm->_party->_activeParty[0]; c->_currentSp = 99; _vm->_spells->castSpell(c, spellId); } GUI::Debugger::onFrame(); } bool Debugger::cmdSpell(int argc, const char **argv) { if (argc != 2) { debugPrintf("Format: spell "); return true; } else { int spellId = strToInt(argv[1]); if (spellId >= MS_AcidSpray && spellId <= MS_WizardEye) { _spellId = spellId; return false; } } return true; } bool Debugger::cmdSpells(int argc, const char **argv) { Party &party = *_vm->_party; for (uint charIdx = 0; charIdx < party._activeParty.size(); ++charIdx) { Character &c = party._activeParty[charIdx]; Common::fill(c._spells, c._spells + SPELLS_PER_CLASS, true); c._currentSp = 9999; } party._gems += 1000; debugPrintf("Spells given to party.\n"); return true; } bool Debugger::cmdDump(int argc, const char **argv) { File f; if (argc < 2) { debugPrintf("Format: dump \n"); } else { if (argc == 2) f.open(argv[1]); if (f.isOpen()) { Common::DumpFile df; df.open(argv[1]); size_t size = f.size(); byte *data = new byte[size]; if (f.read(data, size) == size) { df.write(data, size); } else { debugPrintf("Failed to read %zu bytes from '%s'\n", size, argv[1]); } f.close(); df.close(); delete[] data; debugPrintf("Saved\n"); } else { debugPrintf("Could not find resource with that name\n"); } } return true; } bool Debugger::cmdGold(int argc, const char **argv) { Party &party = *_vm->_party; if (argc == 1) { debugPrintf("Current gold: %d, bank: %d\n", party._gold, party._bankGold); } else { party._gold = strToInt(argv[1]); if (argc > 2) party._bankGold = strToInt(argv[2]); } return true; } bool Debugger::cmdGems(int argc, const char **argv) { Party &party = *_vm->_party; if (argc == 1) { debugPrintf("Current gems: %d, bank: %d\n", party._gems, party._bankGems); } else { party._gems = strToInt(argv[1]); if (argc > 2) party._bankGems = strToInt(argv[2]); } return true; } bool Debugger::cmdMap(int argc, const char **argv) { if (argc < 2) { debugPrintf("map mapId [ xp, yp ] [ sideNum ]\n"); return true; } else { Map &map = *g_vm->_map; Party &party = *g_vm->_party; int mapId = strToInt(argv[1]); int x = argc < 3 ? 8 : strToInt(argv[2]); int y = argc < 4 ? 8 : strToInt(argv[3]); if (argc == 5) map._loadCcNum = strToInt(argv[4]); map.load(mapId); party._mazePosition.x = x; party._mazePosition.y = y; party._mazeDirection = DIR_NORTH; return false; } } bool Debugger::cmdPos(int argc, const char **argv) { Party &party = *g_vm->_party; if (argc < 3) { debugPrintf("pos xp, yp\n"); return true; } else { party._mazePosition.x = strToInt(argv[1]); party._mazePosition.y = strToInt(argv[2]); party._stepped = true; return false; } } bool Debugger::cmdInvincible(int argc, const char **argv) { _invincible = (argc < 2) || strcmp(argv[1], "off"); debugPrintf("Invincibility is %s\n", _invincible ? "on" : "off"); return true; } bool Debugger::cmdSuperStrength(int argc, const char **argv) { _superStrength = (argc < 2) || strcmp(argv[1], "off"); debugPrintf("Super-powered attacks are %s\n", _superStrength ? "on" : "off"); return true; } bool Debugger::cmdIntangible(int argc, const char **argv) { _intangible = (argc < 2) || strcmp(argv[1], "off"); debugPrintf("Intangibility is %s\n", _intangible ? "on" : "off"); return true; } bool Debugger::cmdLoadOriginal(int argc, const char **argv) { Combat &combat = *g_vm->_combat; FileManager &files = *g_vm->_files; Interface &intf = *g_vm->_interface; Map &map = *g_vm->_map; Party &party = *g_vm->_party; if (argc != 3) { debugPrintf("load : Loads original save\n"); return true; } // Loop through loading the sides' save archives SaveArchive *archives[2] = { files._xeenSave, files._darkSave }; //CCArchive *cc[2] = { files._xeenCc, files._darkCc }; const char *prefix[2] = { "XEEN", "DARK" }; Common::FSNode folder(argv[1]); for (int idx = 0; idx < 2; ++idx) { Common::FSNode fsNode = folder.getChild( Common::String::format("%s%.2d.SAV", prefix[idx], strToInt(argv[2]))); Common::File f; debugPrintf("Trying to open - %s\n", fsNode.getPath().toString().c_str()); if (f.open(fsNode)) { archives[idx]->load(f); f.close(); } else { debugPrintf("Could not open.\n"); return true; } } debugPrintf("Savegame loaded.\n"); // TODO: Figure out to set correct side from original saves files.setGameCc(_vm->getGameID() == GType_DarkSide ? 1 : 0); // Load the character roster and party files._currentSave->loadParty(); // Reset any combat information from the previous game combat.reset(); party._treasure.reset(); // Load the new map map.clearMaze(); map._loadCcNum = files._ccNum; map.load(party._mazeId); intf.drawParty(true); return false; } } // End of namespace Xeen } // End of namespace MM