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-rw-r--r--devtools/create_lure/process_actions.cpp541
1 files changed, 541 insertions, 0 deletions
diff --git a/devtools/create_lure/process_actions.cpp b/devtools/create_lure/process_actions.cpp
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+++ b/devtools/create_lure/process_actions.cpp
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+/* 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.
+ *
+ */
+
+// Disable symbol overrides so that we can use system headers.
+#define FORBIDDEN_SYMBOL_ALLOW_ALL
+
+#include "common/scummsys.h"
+#include "common/util.h"
+#include "create_lure_dat.h"
+
+using namespace Common;
+
+enum Action {
+ GET = 1, PUSH = 3, PULL = 4, OPERATE = 5, OPEN = 6, CLOSE = 7, LOCK = 8,
+ UNLOCK = 9, USE = 10, GIVE = 11, TALK_TO = 12, TELL = 13, BUY = 14,
+ 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_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_TALK_NPC_TO_NPC = 37, NPC_PAUSE = 38,
+ NPC_START_TALKING = 39, NPC_JUMP_ADDRESS = 40,
+ NONE = 0
+};
+
+struct CurrentActionOutput {
+ uint8 action;
+ uint8 hsAction;
+ uint16 roomNumber;
+ uint16 hotspotId;
+ uint16 usedId;
+};
+
+int numParams[NPC_JUMP_ADDRESS+1] = {0,
+ 1, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 2, 0, 1,
+ 0, 1, 1, 1, 1, 0, 0, 2, 1, 1, 0, 0, 1, 1, 2, 2, 5, 2, 2, 1};
+
+#define NUM_JUMP_OFFSETS 2
+
+struct JumpOffsetsRecord {
+ Common::Language language;
+ uint16 jumpOffsets[2];
+};
+
+JumpOffsetsRecord jumpOffsets[] = {
+ {EN_ANY, {0x87be, 0x881c}},
+ {IT_ITA, {0x881c, 0x887a}},
+ {FR_FRA, {0x8bbf, 0x8c18}},
+ {DE_DEU, {0x8c1c, 0x8c75}},
+ {ES_ESP, {0x8882, 0x88e0}},
+ {UNK_LANG, {0, 0}}
+};
+
+#define MAX_BUFFER_ENTRIES 63
+#define MAX_INSTRUCTION_ENTRIES 300
+#define SCHEDULE_DATA_OFFSET 0x80
+
+struct SupportStructure {
+ uint16 offset;
+ int numInstructions;
+ uint16 instructionOffsets[MAX_INSTRUCTION_ENTRIES];
+ uint16 resourceOffset;
+};
+
+SupportStructure supportList[MAX_BUFFER_ENTRIES];
+uint16 numSupportEntries = 0;
+
+#define FORWARD_JUMP_ALLOWANCE 0x30
+
+uint16 get_sequence_index(uint16 offset, int supportIndex) {
+ int index;
+
+ if (supportIndex != -1) {
+ // Within a sequence, so if an offset is within it, it's a local jump
+ for (index = 0; index < supportList[supportIndex].numInstructions; ++index) {
+ if (supportList[supportIndex].instructionOffsets[index] == offset)
+ return index;
+ }
+ }
+
+ for (index = 0; index < numSupportEntries; ++index) {
+ SupportStructure &rec = supportList[index];
+
+ if ((rec.numInstructions > 0) &&
+ (offset >= rec.instructionOffsets[0]) &&
+ (offset <= rec.instructionOffsets[rec.numInstructions - 1])) {
+ // Scan through the entry's insruction list
+ for (int iIndex = 0; iIndex < rec.numInstructions; ++iIndex) {
+ if (rec.instructionOffsets[iIndex] == offset) {
+ return ((index + 1) << 10) | iIndex;
+ }
+ }
+ }
+ }
+
+ return 0xffff;
+}
+
+struct SymbolTableEntry {
+ uint16 *p;
+ bool globalNeeded;
+};
+
+uint16 process_action_sequence_entry(int supportIndex, byte *data, uint16 remainingSize) {
+ SupportStructure &rec = supportList[supportIndex];
+ uint16 startOffset = rec.offset;
+ uint16 maxOffset = 0;
+
+ switch (language) {
+ case EN_ANY:
+ if (startOffset == 0x7dcb) { startOffset = 0x7d9d; maxOffset = 0x7dcb; }
+ if (startOffset == 0x7248) { startOffset = 0x71ce; maxOffset = 0x7248; }
+ if (startOffset == 0x79a8) { startOffset = 0x785c; maxOffset = 0x79a8; }
+ if (startOffset == 0x6f4f) { startOffset = 0x6e5d; maxOffset = 0x6fe5; }
+ if (startOffset == 0x76ec) { startOffset = 0x734a; maxOffset = 0x77a2; }
+ break;
+ case IT_ITA:
+ if (startOffset == 0x7e8b) { startOffset = 0x7e5d; maxOffset = 0x7eb5; }
+ if (startOffset == 0x7a68) { startOffset = 0x791c; maxOffset = 0x7a92; }
+ if (startOffset == 0x7308) { startOffset = 0x7308; maxOffset = 0x7362; }
+ if (startOffset == 0x7308) { startOffset = 0x728e; maxOffset = 0x7362; }
+ if (startOffset == 0x700f) { startOffset = 0x700f; maxOffset = 0x7083; }
+ if (startOffset == 0x700f) { startOffset = 0x6f1d; maxOffset = 0x70a5; }
+ if (startOffset == 0x7866) { startOffset = 0x740a; maxOffset = 0x7876; }
+ if (startOffset == 0x3600) { startOffset = 0x35c6; maxOffset = 0x3622; }
+ break;
+ case FR_FRA:
+ if (startOffset == 0x7eab) { startOffset = 0x7e7d; maxOffset = 0x7ed5; }
+ if (startOffset == 0x7a88) { startOffset = 0x793c; maxOffset = 0x7ab2; }
+ if (startOffset == 0x7328) { startOffset = 0x72ae; maxOffset = 0x7382; }
+ if (startOffset == 0x702f) { startOffset = 0x6f3d; maxOffset = 0x70a3; }
+ if (startOffset == 0x7886) { startOffset = 0x742a; maxOffset = 0x7896; }
+ case DE_DEU:
+ if (startOffset == 0x7edb) { startOffset = 0x7ead; maxOffset = 0x7f05; }
+ if (startOffset == 0x7ab8) { startOffset = 0x796c; maxOffset = 0x7ae2; }
+ if (startOffset == 0x7358) { startOffset = 0x72de; maxOffset = 0x73b2; }
+ if (startOffset == 0x705f) { startOffset = 0x6f6d; maxOffset = 0x70d3; }
+ if (startOffset == 0x78b6) { startOffset = 0x745a; maxOffset = 0x78c6; }
+ break;
+ default:
+ if (startOffset == 0x7eab) { startOffset = 0x7e7d; maxOffset = 0x7ed5; }
+ if (startOffset == 0x7a88) { startOffset = 0x793c; maxOffset = 0x7ab2; }
+ if (startOffset == 0x7328) { startOffset = 0x72ae; maxOffset = 0x7382; }
+ if (startOffset == 0x702f) { startOffset = 0x702f; maxOffset = 0x70a3; }
+ if (startOffset == 0x702f) { startOffset = 0x6f3d; maxOffset = 0x70c5; }
+ if (startOffset == 0x7886) { startOffset = 0x742a; maxOffset = 0x7896; }
+ break;
+ }
+
+//printf("Start=%xh max=%xh\n", startOffset, maxOffset);
+ SymbolTableEntry symbolTable[MAX_INSTRUCTION_ENTRIES];
+ uint16 numSymbols = 0;
+ uint16 offset = startOffset;
+ uint16 totalSize = 0;
+ uint16 actionNum = 0;
+ uint16 paramIndex;
+ uint16 params[5];
+ uint16 index;
+ uint16 *pOut = (uint16 *) data;
+ JumpOffsetsRecord *jmpOffset;
+
+ lureExe.seek(dataSegment + startOffset);
+ rec.numInstructions = 0;
+
+ for (;;) {
+ if (remainingSize < 10) {
+ printf("Ran out of space to process NPC action sequences\n");
+ exit(1);
+ }
+
+ // Check for end of sequence set with prior instruction
+ if ((actionNum == NPC_SET_SUPPORT_OFFSET) && ((maxOffset == 0) ||
+ (offset > maxOffset)))
+ break;
+
+ // Mark the offset of the next instruction
+ rec.instructionOffsets[rec.numInstructions++] = offset;
+ if (rec.numInstructions == MAX_INSTRUCTION_ENTRIES) {
+ printf("A method exceeded the maximum allowable number of instructions\n");
+ exit(1);
+ }
+
+ // Get in the next action
+ actionNum = lureExe.readWord();
+
+//printf("%xh - action=%d", offset, actionNum);
+
+ if (actionNum == 0) {
+ // At end of script block
+//printf("\n");
+ break;
+ }
+ else if (actionNum > NPC_JUMP_ADDRESS) {
+ // Unknown action code - halt execution
+ printf("%xh - unknown action %d\n", offset, actionNum);
+ exit(1);
+ }
+
+ *pOut++ = TO_LE_16(actionNum);
+
+ // Read in any action parameters
+ for (int paramCtr = 0; paramCtr < numParams[actionNum]; ++paramCtr)
+ params[paramCtr] = lureExe.readWord();
+
+ switch (actionNum) {
+ case NPC_SET_ROOM_AND_BLOCKED_OFFSET:
+ case NPC_SET_SUPPORT_OFFSET:
+ case NPC_SUPPORT_OFFSET_COND:
+ case NPC_DISPATCH_ACTION:
+ // These instructions have a support record parameter. Store the
+ // offset the parameter will be in the output data so we can come
+ // back at the end and resolve it
+ paramIndex = (actionNum == NPC_SET_SUPPORT_OFFSET) ? 0 : 1;
+ symbolTable[numSymbols].globalNeeded = actionNum == NPC_SET_ROOM_AND_BLOCKED_OFFSET;
+ symbolTable[numSymbols].p = pOut + paramIndex;
+ ++numSymbols;
+
+ // Special check for forward references - it's considered to be in
+ // the same block if it's forward within 100h blocks
+ if ((params[paramIndex] > offset) &&
+ (params[paramIndex] < offset + FORWARD_JUMP_ALLOWANCE) &&
+ (params[paramIndex] > maxOffset)) {
+ maxOffset = params[paramIndex];
+ }
+ break;
+
+ case NPC_JUMP_ADDRESS:
+ // Make sure the address is in the known list
+ jmpOffset = &jumpOffsets[0];
+ while (jmpOffset->language != language) ++jmpOffset;
+ index = 0;
+ while ((index < NUM_JUMP_OFFSETS) && (jmpOffset->jumpOffsets[index] != params[0]))
+ ++index;
+
+ if (index != NUM_JUMP_OFFSETS)
+ // Replace code offset with an index
+ params[0] = index;
+ else {
+ printf("\nEncountered unrecognised NPC code jump point: %xh\n", params[0]);
+ exit(1);
+ }
+ break;
+
+ case NPC_HEY_SIR:
+ // The 'Hey Sir' opcode causes the NPC to request your attention, and sets the active talk
+ // record to a designated offset. So any offset occurances need to be saved so that it can
+ // be included in the resource for talk records
+ add_talk_offset(params[0]);
+ break;
+
+ default:
+ break;
+ }
+
+ // Output parameters
+ for (paramIndex = 0; paramIndex < numParams[actionNum]; ++paramIndex)
+ {
+ *pOut++ = TO_LE_16(params[paramIndex]);
+//printf(" %xh", TO_LE_16(params[paramIndex]));
+ }
+//printf("\n");
+
+ // Increase size
+ totalSize += (numParams[actionNum] + 1) * sizeof(uint16);
+ offset = startOffset + totalSize;
+ remainingSize -= (numParams[actionNum] + 1) * sizeof(uint16);
+ }
+
+ // Flag an end of the sequence
+ *pOut++ = 0;
+ totalSize += sizeof(uint16);
+
+ // handle post-processing of the symbol list
+
+ for (int symbolCtr = 0; symbolCtr < numSymbols; ++symbolCtr) {
+ if (READ_LE_UINT16(symbolTable[symbolCtr].p) == 0)
+ // No Id special constant
+ WRITE_LE_UINT16(symbolTable[symbolCtr].p, 0xffff);
+ else {
+ // Handle resolving the constant
+ index = get_sequence_index(READ_LE_UINT16(symbolTable[symbolCtr].p),
+ symbolTable[symbolCtr].globalNeeded ? -1 : supportIndex);
+//printf("Symbol %xh => %xh\n", *symbolTable[symbolCtr].p, index);
+ if (index != 0xffff) {
+ // Jump found - so replace symbol entry with it
+ WRITE_LE_UINT16(symbolTable[symbolCtr].p, index);
+ } else {
+ printf("Sequence contained unknown offset %xh\n",
+ READ_LE_UINT16(symbolTable[symbolCtr].p));
+ exit(1);
+ }
+ }
+ }
+
+ return totalSize;
+}
+
+void process_entry(uint16 offset, byte *data, uint16 &totalSize) {
+ if (get_sequence_index(offset) == 0xffff) {
+ // Process the next entry
+ supportList[numSupportEntries].offset = offset;
+ supportList[numSupportEntries].numInstructions = 0;
+ supportList[numSupportEntries].resourceOffset = totalSize;
+
+ ++numSupportEntries;
+ if (numSupportEntries == MAX_BUFFER_ENTRIES) {
+ printf("Ran out of buffer space in processing NPC schedules\n");
+ exit(1);
+ }
+
+//printf("process_entry index=%d, offset=%xh\n", numSupportEntries, offset);
+ totalSize += process_action_sequence_entry(numSupportEntries - 1,
+ data + totalSize, MAX_DATA_SIZE - totalSize);
+ }
+}
+
+struct RoomRandomActionEntry {
+ bool repeatable;
+ uint16 offset;
+};
+
+struct RoomRandomActionSet {
+ uint16 offset;
+ uint8 numEntries;
+ RoomRandomActionEntry *entries;
+};
+
+void read_action_sequence(byte *&data, uint16 &totalSize) {
+ uint16 hotspotIndex;
+ HotspotHeaderEntry entryHeader;
+ CurrentActionInput action;
+ uint16 *pHeader;
+ int index, roomIndex;
+
+ // Allocate enough space for output sequence list
+ data = (byte *) malloc(MAX_DATA_SIZE);
+
+ // Get a list of offsets used in the script engine
+ uint16 offsetList[NUM_TABLED_ACTION_BLOCKS];
+ lureExe.seek(dataSegment + TABLED_ACTIONS_OFFSET, SEEK_SET);
+ for (index = 0; index < NUM_TABLED_ACTION_BLOCKS; ++index)
+ offsetList[index] = lureExe.readWord();
+ totalSize = sizeof(uint16) * (NUM_TABLED_ACTION_BLOCKS + 1);
+
+ /* Process the list of random actions that your follower can do in each room */
+ RoomRandomActionSet *randomActions = new RoomRandomActionSet[RANDOM_ROOM_NUM_ENTRIES];
+
+ // Get a list of the offsets for each room
+ uint16 raOffset = 0x4D10;
+ if (language == IT_ITA) raOffset = 0x4dc0;
+ else if (language == FR_FRA) raOffset = 0x4df0;
+ else if (language == DE_DEU) raOffset = 0x4de0;
+ else if (language == ES_ESP) raOffset = 0x4dc0;
+ else if (language != EN_ANY) errorExit("read_action_sequence: Unknown language");
+
+ lureExe.seek(dataSegment + raOffset, SEEK_SET);
+ for (roomIndex = 0; roomIndex < RANDOM_ROOM_NUM_ENTRIES; ++roomIndex) {
+ randomActions[roomIndex].offset = lureExe.readWord();
+ randomActions[roomIndex].numEntries = 0;
+ randomActions[roomIndex].entries = NULL;
+ }
+
+ // Next get the set of offsetes for the start of each sequence
+ for (roomIndex = 0; roomIndex < RANDOM_ROOM_NUM_ENTRIES; ++roomIndex) {
+ if (randomActions[roomIndex].offset == 0)
+ continue;
+
+ lureExe.seek(dataSegment + randomActions[roomIndex].offset, SEEK_SET);
+ randomActions[roomIndex].numEntries = lureExe.readByte();
+ assert(randomActions[roomIndex].numEntries <= 8);
+ randomActions[roomIndex].entries = new RoomRandomActionEntry[randomActions[roomIndex].numEntries];
+
+ // Loop through the entries
+ uint16 offset = randomActions[roomIndex].offset + 1;
+ for (uint8 entryCtr = 0; entryCtr < randomActions[roomIndex].numEntries; ++entryCtr) {
+ randomActions[roomIndex].entries[entryCtr].repeatable = lureExe.readWord() == 1;
+ offset += 2;
+
+ uint16 firstCommand = lureExe.readWord();
+ randomActions[roomIndex].entries[entryCtr].offset =
+ (firstCommand == 0xfffe) ? 0 : offset;
+
+ offset += sizeof(uint16);
+ while (lureExe.readWord() != 0xffff)
+ offset += sizeof(uint16);
+ offset += sizeof(uint16);
+ }
+
+ // Adjust the total size to accomodate random action data in the output
+ totalSize += sizeof(uint16) * randomActions[roomIndex].numEntries +
+ (sizeof(uint16) * 2);
+ }
+
+ totalSize += sizeof(uint16) + MAX_BUFFER_ENTRIES * sizeof(uint16);
+
+ numSupportEntries = 0;
+
+ // Handle required initial entries - the Lure engine refers to them directly by
+ // index, so they need to be first, and in that order
+ switch (language) {
+ case EN_ANY:
+ process_entry(0x13c2, data, totalSize); // RETURN sequence
+ process_entry(0xbb95, data, totalSize); // Exit blocked sequence
+ process_entry(0x706c, 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
+ break;
+ case IT_ITA:
+ process_entry(0x13c2, data, totalSize);
+ process_entry(0xbc55, data, totalSize);
+ process_entry(0x712c, data, totalSize);
+ break;
+ case FR_FRA:
+ process_entry(0x13c2, data, totalSize);
+ process_entry(0xbc75, data, totalSize);
+ process_entry(0x714c, data, totalSize);
+ break;
+ case DE_DEU:
+ process_entry(0x13c2, data, totalSize);
+ process_entry(0xbca5, data, totalSize);
+ process_entry(0x717c, data, totalSize);
+ break;
+ case ES_ESP:
+ process_entry(0x13c2, data, totalSize);
+ process_entry(0xbc75, data, totalSize);
+ process_entry(0x714c, data, totalSize);
+ break;
+ default:
+ errorExit("read_action_sequence: Unknown language");
+ }
+
+ // Process the script engine list
+
+ for (index = 0; index < NUM_TABLED_ACTION_BLOCKS; ++index)
+ if (offsetList[index] != 0)
+ process_entry(offsetList[index], data, totalSize);
+
+ // Next process each of the character hotspots
+
+ uint16 hsOffset = 0x5d98;
+ if (language == IT_ITA) hsOffset = 0x5e58;
+ else if (language == FR_FRA) hsOffset = 0x5e78;
+ else if (language == DE_DEU) hsOffset = 0x5ea8;
+ else if (language == ES_ESP) hsOffset = 0x5e78;
+ else if (language != EN_ANY) errorExit("read_action_sequence: Unknown language");
+
+ hotspotIndex = 0;
+ for (;;) {
+ lureExe.seek(dataSegment + hsOffset +
+ hotspotIndex * sizeof(HotspotHeaderEntry));
+ lureExe.read(&entryHeader, sizeof(HotspotHeaderEntry));
+ if (FROM_LE_16(entryHeader.offset) == 0xffff) break;
+ ++hotspotIndex;
+
+ // Move to the action sequence area of the hotspot
+ lureExe.seek(dataSegment + entryHeader.offset + 0x63);
+ lureExe.read(&action, sizeof(CurrentActionInput));
+ if (FROM_LE_16(action.action) == 2)
+ process_entry(FROM_LE_16(action.dataOffset), data, totalSize);
+ }
+
+ // Finally process each of the random room actions
+
+ for (roomIndex = 0; roomIndex < RANDOM_ROOM_NUM_ENTRIES; ++roomIndex) {
+ for (index = 0; index < randomActions[roomIndex].numEntries; ++index) {
+ if (randomActions[roomIndex].entries[index].offset != 0xfffe) {
+//printf("room=%d entry=%xh\n", roomIndex+1, randomActions[roomIndex].entries[index].offset);
+ process_entry(randomActions[roomIndex].entries[index].offset, data, totalSize);
+ }
+ }
+ }
+
+ // Output the list used in the script engine
+
+ pHeader = (uint16 *) data;
+ for (index = 0; index < NUM_TABLED_ACTION_BLOCKS; ++index)
+ if (offsetList[index] == 0)
+ *pHeader++ = 0;
+ else
+ *pHeader++ = TO_LE_16(get_sequence_index(offsetList[index]));
+ *pHeader++ = TO_LE_16(0xffff);
+
+ // Output the data for the random room actions
+
+ for (roomIndex = 0; roomIndex < RANDOM_ROOM_NUM_ENTRIES; ++roomIndex) {
+ if (randomActions[roomIndex].numEntries == 0)
+ continue;
+
+ *pHeader++ = TO_LE_16(roomIndex + 1); // Save the room number
+
+ // Create a word containing the number of available actions and a bit flag set
+ // specifying which of the actions are repeatable (as opposed to once only)
+ uint16 v = randomActions[roomIndex].numEntries;
+ for (int entryCtr = 0; entryCtr < randomActions[roomIndex].numEntries; ++entryCtr)
+ if (randomActions[roomIndex].entries[entryCtr].repeatable)
+ v |= (0x100 << entryCtr);
+ *pHeader++ = TO_LE_16(v);
+
+ // Loop through the entries storing the action set to use
+ for (int entryCtr = 0; entryCtr < randomActions[roomIndex].numEntries; ++entryCtr)
+ if (randomActions[roomIndex].entries[entryCtr].offset == 0)
+ *pHeader++ = 0;
+ else
+ *pHeader++ = TO_LE_16(get_sequence_index(randomActions[roomIndex].entries[entryCtr].offset));
+ }
+ *pHeader++ = TO_LE_16(0xffff);
+
+ // Output the offsets of each action set
+
+ for (index = 0; index < numSupportEntries; ++index)
+ *pHeader++ = TO_LE_16(supportList[index].resourceOffset);
+ *pHeader++ = TO_LE_16(0xffff);
+
+ // Free up the random room action array
+ for (roomIndex = 0; roomIndex < 1; ++roomIndex) {
+ if (randomActions[roomIndex].entries != NULL)
+ delete[] randomActions[roomIndex].entries;
+ }
+ delete[] randomActions;
+}