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authorPaul Gilbert2007-06-22 12:19:59 +0000
committerPaul Gilbert2007-06-22 12:19:59 +0000
commitcabcfdcae11e9b6cc361a27f82215db9060873d0 (patch)
tree03bacbc9f4a80da47b0f375772513a08b66ba201
parente42da8f24c92f0828543d75377bf4b8ed1390392 (diff)
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Added missing scripts and animations for remainder of game, as well as missing fields from room data structures
svn-id: r27601
-rw-r--r--tools/create_lure/create_lure_dat.cpp84
-rw-r--r--tools/create_lure/create_lure_dat.h17
-rw-r--r--tools/create_lure/process_actions.cpp16
3 files changed, 89 insertions, 28 deletions
diff --git a/tools/create_lure/create_lure_dat.cpp b/tools/create_lure/create_lure_dat.cpp
index 89a12be8e9..13f7c97964 100644
--- a/tools/create_lure/create_lure_dat.cpp
+++ b/tools/create_lure/create_lure_dat.cpp
@@ -121,7 +121,6 @@ void read_room_data(byte *&data, uint16 &totalSize)
if ((FROM_LE_16(headerEntry.offset) != 0) &&
(FROM_LE_16(headerEntry.offset) != 0xffff) &&
- (FROM_LE_16(headerEntry.roomNumber) != 0xc09) &&
(FROM_LE_16(headerEntry.roomNumber) != 0)) {
// Store offset of room entry
*offsetPtr++ = TO_LE_16(offset);
@@ -129,11 +128,10 @@ void read_room_data(byte *&data, uint16 &totalSize)
// Copy over basic room details
lure_exe.seek(DATA_SEGMENT + headerEntry.offset);
lure_exe.read(&buffer, sizeof(RoomResource));
-
RoomResourceOutput *rec = (RoomResourceOutput *) (data + offset);
rec->hdrFlags = headerEntry.hdrFlags;
rec->actions = FROM_LE_32(buffer.actions);
- rec->roomNumber = headerEntry.roomNumber;
+ rec->roomNumber = index;
rec->descId = headerEntry.descId;
rec->numLayers = buffer.numLayers;
memcpy(rec->layers, buffer.layers, 8);
@@ -141,6 +139,8 @@ void read_room_data(byte *&data, uint16 &totalSize)
rec->clippingXStart = TO_LE_16(FROM_LE_16(buffer.clippingXStart) - 0x80);
rec->clippingXEnd = (FROM_LE_16(buffer.clippingXEnd) == 0) ? 0 :
TO_LE_16(FROM_LE_16(buffer.clippingXEnd) - 0x80);
+ rec->exitTime = FROM_LE_32(buffer.exitTime);
+ rec->areaFlag = buffer.areaFlag;
rec->numExits = 0;
offset += sizeof(RoomResourceOutput);
@@ -283,10 +283,15 @@ void read_hotspot_data(byte *&data, uint16 &totalSize)
r->roomNumber = TO_LE_16(28);
// Find the walk-to coordinates for the hotspot
+ uint16 findId = FROM_LE_16(r->hotspotId);
walkCtr = 0;
- while ((walkCtr < walkNumEntries) &&
- (FROM_LE_16(walkList[walkCtr].hotspotId) != FROM_LE_16(r->hotspotId)))
+ while (walkCtr < walkNumEntries) {
+ uint16 id = FROM_LE_16(walkList[walkCtr].hotspotId);
+ if ((id == findId) || ((findId == 1007) && (id == 0xffff)))
+ break;
++walkCtr;
+ }
+
if (walkCtr == walkNumEntries) {
r->walkX = 0;
r->walkY = 0;
@@ -473,11 +478,33 @@ void read_room_exit_joins(byte *&data, uint16 &totalSize) {
void read_anim_data(byte *&data, uint16 &totalSize) {
// Add special pixel records
- add_anim_record(0x5c95);
- add_anim_record(0x5ce9); // Blacksmith in bar?
+ add_anim_record(0x55C0); // Player midswing animation
+ add_anim_record(0x55C9); // Player mid-level defend
+ add_anim_record(0x55D2); // Player high-level strike
+ add_anim_record(0x55DB); // Player high-level defend
+ add_anim_record(0x55E4); // Player low-level strike
+ add_anim_record(0x55ED); // Player low-level defend
+ add_anim_record(0x55F6); // Player fight animation
+ add_anim_record(0x55FF); // Pig fight animation
+ add_anim_record(0x5611); // Player mid-level strike
+ add_anim_record(0x5623); // Pig fight animation
+ add_anim_record(0x562C); // Misc fight animation
+ add_anim_record(0x5635); // Pig fight animation
+ add_anim_record(0x563E); // Player recoiling from hit
+ add_anim_record(0x5647); // Pig recoiling from hit
+ add_anim_record(0x5650); // Pig dies
add_anim_record(0x5915); // Blacksmith hammering
add_anim_record(0x59ED); // Ewan's alternate animation
+ add_anim_record(0x59FF); // Dragon breathing fire
+ add_anim_record(0x5A08); // Dragon breathing fire 2
+ add_anim_record(0x5A11); // Dragon breathing fire 3
+ add_anim_record(0x5A1A); // Player turning winch in room #48
+ add_anim_record(0x5A59); // Player pulling lever in room #48
+ add_anim_record(0x5A62); // Minnow pulling lever in room #48
+ add_anim_record(0x5AAA); // Goewin mixing potion
+ add_anim_record(0x5C95);
add_anim_record(0x5CAA); // Selena animation
+ add_anim_record(0x5CE9); // Blacksmith in bar?
add_anim_record(0x5D28); // Goewin animation
// Get the animation data records
@@ -881,32 +908,40 @@ void read_room_exit_coordinate_data(byte *&data, uint16 &totalSize)
{
// Read in the exit coordinates list
int roomNum, entryNum;
+ uint16 x, y;
+ RoomExitCoordinateEntryInputResource dataIn;
- totalSize = EXIT_COORDINATES_NUM_ROOMS * sizeof(RoomExitCoordinateEntryResource) + 2;
+ totalSize = EXIT_COORDINATES_NUM_ROOMS * sizeof(RoomExitCoordinateEntryOutputResource) + 2;
data = (byte *) malloc(totalSize);
lure_exe.seek(DATA_SEGMENT + EXIT_COORDINATES_OFFSET);
- lure_exe.read(data, totalSize - 2);
WRITE_LE_UINT16(data + totalSize - 2, 0xffff);
// Post process the list to adjust data
- RoomExitCoordinateEntryResource *rec = (RoomExitCoordinateEntryResource *) data;
+ RoomExitCoordinateEntryOutputResource *rec = (RoomExitCoordinateEntryOutputResource *) data;
for (roomNum = 1; roomNum <= EXIT_COORDINATES_NUM_ROOMS; ++roomNum, ++rec) {
+ lure_exe.read(&dataIn, sizeof(RoomExitCoordinateEntryInputResource));
+
for (entryNum = 0; entryNum < ROOM_EXIT_COORDINATES_NUM_ENTRIES; ++entryNum) {
- if ((rec->entries[entryNum].x != 0) || (rec->entries[entryNum].y != 0)) {
- rec->entries[entryNum].x = TO_LE_16(FROM_LE_16(rec->entries[entryNum].x) - 0x80);
- uint16 tempY = FROM_LE_16(rec->entries[entryNum].y);
- rec->entries[entryNum].y = TO_LE_16(
- ((tempY & 0xfff) - 0x80) | (tempY & 0xf000));
+ x = FROM_LE_16(dataIn.entries[entryNum].x);
+ y = FROM_LE_16(dataIn.entries[entryNum].y);
+ if ((x != 0) || (y != 0)) {
+ x -= 0x80;
+ y = ((y & 0xfff) - 0x80) | (y & 0xf000);
}
+
+ RoomExitCoordinateResource *p = &rec->entries[entryNum];
+ p->x = TO_LE_16(x);
+ p->y = TO_LE_16(y);
+ p->roomNumber = dataIn.entries[entryNum].roomNumber;
}
for (entryNum = 0; entryNum < ROOM_EXIT_COORDINATES_ENTRY_NUM_ROOMS; ++entryNum) {
- rec->roomIndex[entryNum] = TO_LE_16(FROM_LE_16(rec->roomIndex[entryNum]) / 6);
+ rec->roomIndex[entryNum] = TO_LE_16(FROM_LE_16(dataIn.roomIndex[entryNum]) / 6);
}
- // Bugfix for the original game data to get to room #27 via rooms #10 or #11
+ // WORKAROUND: Bugfix for the original game data to get to room #27 via rooms #10 or #11
if ((roomNum == 10) || (roomNum == 11))
- rec->roomIndex[26] = 1;
+ rec->roomIndex[26] = TO_LE_16(1);
}
}
@@ -928,6 +963,14 @@ void read_room_exit_hotspots_data(byte *&data, uint16 &totalSize) {
totalSize += sizeof(uint16);
}
+void save_fight_segment(byte *&data, uint16 &totalSize) {
+ lure_exe.seek(FIGHT_SEGMENT);
+
+ totalSize = FIGHT_SEGMENT_SIZE;
+ data = (byte *) malloc(totalSize);
+ lure_exe.read(data, totalSize);
+}
+
#define NUM_TEXT_ENTRIES 40
const char *text_strings[NUM_TEXT_ENTRIES] = {
"Get", NULL, "Push", "Pull", "Operate", "Open", "Close", "Lock", "Unlock", "Use",
@@ -1075,6 +1118,11 @@ void getEntry(uint8 entryIndex, uint16 &resourceId, byte *&data, uint16 &size)
break;
case 21:
+ // Save the fight segment data
+ save_fight_segment(data, size);
+ break;
+
+ case 22:
// Set up the list of text strings used by the game
save_text_strings(data, size);
break;
diff --git a/tools/create_lure/create_lure_dat.h b/tools/create_lure/create_lure_dat.h
index ed66909cd8..4429baf8bb 100644
--- a/tools/create_lure/create_lure_dat.h
+++ b/tools/create_lure/create_lure_dat.h
@@ -30,7 +30,7 @@
#include "common/endian.h"
#define VERSION_MAJOR 1
-#define VERSION_MINOR 19
+#define VERSION_MINOR 20
#define ENGLISH_LURE
#define DATA_SEGMENT 0xac50
@@ -53,6 +53,8 @@
#define SCRIPT_SEGMENT_SIZE 0x2c57
#define SCRIPT2_SEGMENT 0x19c70
#define SCRIPT2_SEGMENT_SIZE 0x2800
+#define FIGHT_SEGMENT 0x1C400
+#define FIGHT_SEGMENT_SIZE 0x1850
#define HOTSPOT_SCRIPT_LIST 0x57e0
#define HOTSPOT_SCRIPT_SIZE 0x30
@@ -200,7 +202,8 @@ struct RoomResource {
byte numLayers;
uint16 layers[4];
uint16 sequenceOffset;
- byte unknown2[5];
+ uint32 exitTime;
+ uint8 areaFlag;
uint8 walkBoundsIndex;
int16 clippingXStart;
int16 clippingXEnd;
@@ -227,6 +230,8 @@ struct RoomResourceOutput {
uint16 sequenceOffset;
int16 clippingXStart;
int16 clippingXEnd;
+ uint32 exitTime;
+ uint8 areaFlag;
RoomRectOut walkBounds;
uint16 numExits;
};
@@ -343,11 +348,17 @@ struct RoomExitIndexedHotspotResource {
#define ROOM_EXIT_COORDINATES_NUM_ENTRIES 6
#define ROOM_EXIT_COORDINATES_ENTRY_NUM_ROOMS 52
-struct RoomExitCoordinateEntryResource {
+struct RoomExitCoordinateEntryInputResource {
RoomExitCoordinateResource entries[ROOM_EXIT_COORDINATES_NUM_ENTRIES];
uint8 roomIndex[ROOM_EXIT_COORDINATES_ENTRY_NUM_ROOMS];
};
+struct RoomExitCoordinateEntryOutputResource {
+ uint8 roomIndex[ROOM_EXIT_COORDINATES_ENTRY_NUM_ROOMS];
+ RoomExitCoordinateResource entries[ROOM_EXIT_COORDINATES_NUM_ENTRIES];
+};
+
+
enum CurrentAction {NO_ACTION, START_WALKING, DISPATCH_ACTION, EXEC_HOTSPOT_SCRIPT,
PROCESSING_PATH, WALKING};
diff --git a/tools/create_lure/process_actions.cpp b/tools/create_lure/process_actions.cpp
index 8a194f2ac5..1521ce442d 100644
--- a/tools/create_lure/process_actions.cpp
+++ b/tools/create_lure/process_actions.cpp
@@ -33,9 +33,9 @@ enum Action {
LOOK = 15, LOOK_AT = 16, LOOK_THROUGH = 17, ASK = 18, DRINK = 20,
STATUS = 21, GO_TO = 22, RETURN = 23, BRIBE = 24, EXAMINE = 25,
NPC_SET_ROOM_AND_BLOCKED_OFFSET = 28, NPC_HEY_SIR = 29, NPC_EXEC_SCRIPT = 30,
- NPC_UNKNOWN2 = 31, NPC_SET_RAND_DEST = 32, NPC_WALKING_CHECK = 33,
+ NPC_RESET_PAUSED_LIST = 31, NPC_SET_RAND_DEST = 32, NPC_WALKING_CHECK = 33,
NPC_SET_SUPPORT_OFFSET = 34, NPC_SUPPORT_OFFSET_COND = 35,
- NPC_DISPATCH_ACTION = 36, NPC_UNKNOWN3 = 37, NPC_UNKNOWN4 = 38,
+ NPC_DISPATCH_ACTION = 36, NPC_TALK_NPC_TO_NPC = 37, NPC_PAUSE = 38,
NPC_START_TALKING = 39, NPC_JUMP_ADDRESS = 40,
NONE = 0
};
@@ -365,11 +365,13 @@ void read_action_sequence(byte *&data, uint16 &totalSize)
// Handle required initial entries - the Lure engine refers to them directly by
// index, so they need to be first, and in that order
#ifdef ENGLISH_LURE
- process_entry(0x13c2, data, totalSize);
- process_entry(0xbb95, data, totalSize);
- process_entry(0x7060, data, totalSize);
- process_entry(0x728a, data, totalSize);
- process_entry(0x76ec, data, totalSize);
+ process_entry(0x13c2, data, totalSize); // RETURN sequence
+ process_entry(0xbb95, data, totalSize); // Exit blocked sequence
+ process_entry(0x7060, data, totalSize); // Jump proc #2 - go to castle basement
+ process_entry(0x728a, data, totalSize);
+ process_entry(0x76ec, data, totalSize);
+ process_entry(0x4ebb, data, totalSize); // Goewin as a follower in cave
+ process_entry(0x7D9D, data, totalSize); // Goewin standard handler
#endif
// Process the script engine list