/* 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; } break; 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 unrecognized 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; }