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process_actions.cpp

/* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/tools/create_lure/process_actions.cpp $
 * $Id: process_actions.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */

#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;
}     

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