-
Notifications
You must be signed in to change notification settings - Fork 79
/
Copy pathreadnpcs.cc
365 lines (338 loc) · 9.92 KB
/
readnpcs.cc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
/*
* readnpcs.cc - Read in NPC's from npc.dat & schedule.dat. Also writes
* npc.dat back out.
*
* Copyright (C) 1999 Jeffrey S. Freedman
* Copyright (C) 2000-2022 The Exult Team
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "databuf.h"
#include "fnames.h"
#include "game.h"
#include "gamewin.h"
#include "miscinf.h"
#include "monsters.h"
#include "schedule.h"
#include "ucmachine.h"
#include "utils.h"
#include <cstring>
// #include "items.h" /* Debugging only */
using std::cerr;
using std::cout;
using std::endl;
using std::ifstream;
using std::ios;
using std::ofstream;
using std::vector;
/*
* Read in the NPC's, plus the monster info.
*/
void Game_window::read_npcs() {
npcs.resize(1); // Create main actor.
const Main_actor_shared ava = std::make_shared<Main_actor>("", 0);
npcs[0] = ava;
camera_actor = main_actor = ava.get();
bool fix_unused = false; // Get set for old savegames.
{
int num_npcs;
IFileDataSource nfile(NPC_DAT);
if (nfile.good()) {
num_npcs1 = nfile.read2(); // Get counts.
num_npcs = num_npcs1 + nfile.read2();
main_actor->read(&nfile, 0, false, fix_unused);
} else {
if (!Game::is_editing()) {
throw file_read_exception(NPC_DAT);
}
num_npcs1 = num_npcs = 1;
if (Game::get_avname()) {
main_actor->set_npc_name(Game::get_avname());
}
main_actor->set_shape(Shapeinfo_lookup::GetMaleAvShape());
main_actor->set_invalid(); // Put in middle of world.
main_actor->move(c_num_tiles / 2, c_num_tiles / 2, 0);
}
npcs.resize(num_npcs);
bodies.resize(num_npcs);
// Don't like it... no i don't.
center_view(main_actor->get_tile());
for (int i = 1; i < num_npcs; i++) { // Create the rest.
npcs[i] = std::make_shared<Npc_actor>("", 0);
auto& npc = npcs[i];
npc->read(&nfile, i, i < num_npcs1, fix_unused);
if (npc->is_unused()) {
// Not part of the game.
Game_object_shared keep;
npc->remove_this(&keep);
npc->set_schedule_type(Schedule::wait);
} else {
npc->restore_schedule();
}
cycle_load_palette();
}
}
main_actor->set_actor_shape();
{
IFileDataSource nfile(MONSNPCS); // Monsters.
if (nfile.good()) {
// (Won't exist the first time; in this case U7open throws
int cnt = nfile.read2();
nfile.skip(1); // Read 1 ahead to test.
bool okay = nfile.good();
nfile.skip(-1);
while (okay && cnt--) {
// Read ahead to get shape.
nfile.skip(2);
const unsigned short shnum = nfile.read2() & 0x3ff;
okay = nfile.good();
nfile.skip(-4);
const ShapeID sid(shnum, 0);
if (!okay || sid.get_num_frames() < 16) {
break; // Watch for corrupted file.
}
const Game_object_shared new_monster
= Monster_actor::create(shnum);
auto* act = static_cast<Monster_actor*>(new_monster.get());
act->read(&nfile, -1, false, fix_unused);
act->set_schedule_loc(act->get_tile());
act->restore_schedule();
cycle_load_palette();
}
} else {
#ifdef DEBUG
cerr << "Error reading saved monsters. Clearing list." << endl;
#endif
Monster_actor::give_up();
}
}
if (moving_barge) { // Gather all NPC's on barge.
Barge_object* b = moving_barge;
moving_barge = nullptr;
set_moving_barge(b);
}
read_schedules(); // Now get their schedules.
center_view(main_actor->get_tile());
}
/*
* Write NPC (and monster) data back out.
*
* Output: false if error, already reported.
*/
void Game_window::write_npcs() {
const int num_npcs = npcs.size();
{
OFileDataSource nfile(NPC_DAT);
nfile.write2(num_npcs1); // Start with counts.
nfile.write2(num_npcs - num_npcs1);
int i;
std::cout << "NPC write " << std::endl;
for (i = 0; i < num_npcs; i++) {
get_npc(i)->write(&nfile);
}
nfile.flush();
if (!nfile.good()) {
throw file_write_exception(NPC_DAT);
}
}
write_schedules(); // Write schedules
{
// Now write out monsters in world.
OFileDataSource nfile(MONSNPCS);
int cnt = 0;
nfile.write2(0); // Write 0 as a place holder.
for (Monster_actor* mact = Monster_actor::get_first_in_world(); mact;
mact = mact->get_next_in_world()) {
if (!mact->is_dead()) { // Alive?
mact->write(&nfile);
cnt++;
}
}
nfile.seek(0); // Back to start.
nfile.write2(cnt); // Write actual count.
nfile.flush();
if (!nfile.good()) {
throw file_write_exception(MONSNPCS);
}
}
}
/*
* Read in offsets. When done, file is set to start of script names (if
* there are any).
*/
std::unique_ptr<short[]> Set_to_read_schedules(
IStreamDataSource& sfile,
int& num_npcs, // # npc's returnes.
int& entsize, // Entry size returned.
int& num_script_names // # of usecode script names ret'd.
) {
entsize = 4; // 4 is U7's size.
num_script_names = 0;
num_npcs = sfile.read4(); // # of NPC's, not include Avatar.
if (num_npcs == -1) { // Exult format?
entsize = 8;
num_npcs = sfile.read4();
} else if (num_npcs == -2) {
entsize = 8;
num_npcs = sfile.read4();
num_script_names = sfile.read2();
}
auto offsets = std::make_unique<short[]>(num_npcs);
int i; // Read offsets with list of scheds.
for (i = 0; i < num_npcs; i++) {
offsets[i] = sfile.read2();
}
return offsets;
}
/*
* Read one NPC's schedule.
*/
void Read_a_schedule(
IStreamDataSource& sfile, int index, Actor* npc, int entsize,
const short* offsets) {
const int cnt = offsets[index] - offsets[index - 1];
// Read schedules into this array.
Schedule_change* schedules = cnt ? new Schedule_change[cnt] : nullptr;
unsigned char ent[10];
if (entsize == 4) { // U7 format?
for (int j = 0; j < cnt; j++) {
sfile.read(reinterpret_cast<char*>(ent), 4);
schedules[j].set4(ent);
}
} else { // Exult formats.
for (int j = 0; j < cnt; j++) {
sfile.read(reinterpret_cast<char*>(ent), 8);
schedules[j].set8(ent);
}
}
if (npc) { // Store in NPC.
npc->set_schedules(schedules, cnt);
} else {
delete[] schedules;
}
}
/*
* Read NPC schedules.
*/
void Game_window::read_schedules() {
std::unique_ptr<IFileDataSource> sfile
= std::make_unique<IFileDataSource>(GSCHEDULE);
if (!sfile->good()) {
#ifdef DEBUG
cerr << "Couldn't open " << GSCHEDULE << ". Falling back to "
<< SCHEDULE_DAT << "." << endl;
#endif
sfile = std::make_unique<IFileDataSource>(SCHEDULE_DAT);
if (!sfile->good()) {
if (!Game::is_editing()) {
throw file_open_exception(get_system_path(SCHEDULE_DAT));
} else {
return;
}
}
}
int num_npcs = 0;
int entsize;
int num_script_names;
auto offsets = Set_to_read_schedules(
*sfile, num_npcs, entsize, num_script_names);
Schedule_change::clear();
vector<std::string>& script_names = Schedule_change::get_script_names();
if (num_script_names) {
sfile->read2(); // Skip past total size.
script_names.reserve(num_script_names);
for (int i = 0; i < num_script_names; ++i) {
const int sz = sfile->read2();
std::string nm;
sfile->read(nm, sz);
script_names.push_back(std::move(nm));
}
}
for (int i = 0; i < num_npcs - 1; i++) { // Do each NPC, except Avatar.
// Avatar isn't included here.
Actor* npc = get_npc(i + 1);
Read_a_schedule(*sfile, i + 1, npc, entsize, offsets.get());
cycle_load_palette();
}
cout.flush();
}
/*
* Write NPC schedules.
*/
void Game_window::write_schedules() {
Schedule_change* schedules;
int cnt;
short offset = 0;
int i;
int num;
// So do I allow for all NPCs (type1 and type2) - Yes i will
num = npcs.size();
OFileDataSource sfile(GSCHEDULE);
const vector<std::string>& script_names
= Schedule_change::get_script_names();
sfile.write4(static_cast<unsigned int>(-2)); // Exult version #.
sfile.write4(num); // # of NPC's, not include Avatar.
sfile.write2(static_cast<uint16>(script_names.size()));
sfile.write2(0); // First offset
for (i = 1; i < num; i++) { // write offsets with list of scheds.
get_npc(i)->get_schedules(schedules, cnt);
offset += cnt;
sfile.write2(offset);
}
if (!script_names.empty()) {
int total = 0; // Figure total size.
for (auto& elem : script_names) {
total += 2 + elem.size();
}
sfile.write2(total);
for (auto& elem : script_names) {
sfile.write2(static_cast<uint16>(elem.size()));
sfile.write(elem);
}
}
for (i = 1; i < num; i++) { // Do each NPC, except Avatar.
get_npc(i)->get_schedules(schedules, cnt);
for (int j = 0; j < cnt; j++) {
unsigned char ent[20];
schedules[j].write8(ent);
sfile.write(reinterpret_cast<char*>(ent), 8);
}
}
}
void Game_window::revert_schedules(Actor* npc) {
// Can't do this if <= 0
if (npc->get_npc_num() <= 0) {
return;
}
IFileDataSource sfile(SCHEDULE_DAT);
if (!sfile.good()) {
throw file_read_exception(SCHEDULE_DAT);
}
int num_npcs;
int entsize;
int num_script_names;
auto offsets
= Set_to_read_schedules(sfile, num_npcs, entsize, num_script_names);
if (num_script_names) {
const int sz = sfile.read2();
sfile.skip(sz);
}
// Seek to the right place
sfile.skip(offsets[npc->get_npc_num() - 1] * std::streamoff(entsize));
Read_a_schedule(sfile, npc->get_npc_num(), npc, entsize, offsets.get());
}