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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.
*
* $URL$
* $Id$
*
*/
#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}},
{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;
}
//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;
//printf("process_entry index=%d, offset=%xh\n", numSupportEntries + 1, offset);
totalSize += process_action_sequence_entry(numSupportEntries,
data + totalSize, MAX_DATA_SIZE - totalSize);
++numSupportEntries;
if (numSupportEntries == MAX_BUFFER_ENTRIES) {
printf("Ran out of buffer space in processing NPC schedules\n");
exit(1);
}
}
}
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;
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;
default:
printf("Unknown language\n");
exit(1);
}
// 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;
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;
}
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