Files
ordoor/cmd/view-map/main.go

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package main
import (
"flag"
"log"
"math"
"os"
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"path/filepath"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
"ur.gs/chaos-gate/internal/conv"
"ur.gs/chaos-gate/internal/data"
"ur.gs/chaos-gate/internal/maps"
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"ur.gs/chaos-gate/internal/sets"
"ur.gs/chaos-gate/internal/ui"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
mapFile = flag.String("map", "", "Prefix path to a .map file, e.g. ./orig/Maps/Chapter01.MAP")
txtFile = flag.String("txt", "", "Prefix path to a .txt file, e.g. ./orig/Maps/Chapter01.txt")
)
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type env struct {
gameMap *maps.GameMap
set *sets.MapSet
objects map[string]*conv.Object
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}
type state struct {
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env *env
step int
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cam pixel.Matrix
camPos pixel.Vec
zoom float64
zIdx int
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}
func main() {
flag.Parse()
if *gamePath == "" || *mapFile == "" || *txtFile == "" {
flag.Usage()
os.Exit(1)
}
gameMap, err := maps.LoadGameMapByFiles(*mapFile, *txtFile)
if err != nil {
log.Fatalf("Couldn't load map file: %v", err)
}
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setFile := filepath.Join(*gamePath, "Sets", gameMap.MapSetFilename())
log.Println(setFile)
mapSet, err := sets.LoadSet(setFile)
if err != nil {
log.Fatalf("Couldn't load set file %s: %v", setFile, err)
}
objects := make(map[string]*conv.Object)
for _, name := range mapSet.Palette {
objFile := filepath.Join(*gamePath, "Obj", name+".obj")
obj, err := data.LoadObject(objFile)
if err != nil {
log.Fatalf("Failed to load %s: %v", name, err)
}
objects[name] = conv.ConvertObject(obj, name)
}
env := &env{gameMap: gameMap, set: mapSet, objects: objects}
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// The main thread now belongs to pixelgl
pixelgl.Run(env.run)
}
func (e *env) run() {
win, err := ui.NewWindow("View Map " + *mapFile)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
pWin := win.PixelWindow
state := &state{
env: e,
// camPos: pixel.V(0, float64(-pWin.Bounds().Size().Y)),
// camPos: pixel.V(float64(3700), float64(0)),
zoom: 1.0,
}
win.Run(func() {
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oldState := *state
state = state.runStep(pWin)
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if oldState != *state || oldState.step == 0 {
log.Printf("zoom=%.2f zIdx=%v camPos=%#v", state.zoom, state.zIdx, state.camPos)
state.present(pWin)
}
state.step += 1
})
}
func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, *conv.Object) {
name := palette[ref.Index()]
obj := e.objects[name]
if obj == nil {
log.Printf("Failed to find surface sprite %#v -> %q", ref, name)
return nil, nil
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}
if ref.Frame() >= len(obj.Sprites) {
log.Printf("Out-of-index sprite %v requested for %v", ref.Frame(), name)
return nil, obj
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}
return &obj.Sprites[ref.Frame()], obj
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}
var (
cellWidth = 128 // I think, anyway
cellHeight = 64
)
// TODO: build all the sprites in the set into a single spritesheet so we can
// use pixel.Batch
func (s *state) present(pWin *pixelgl.Window) {
gameMap := s.env.gameMap
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pWin.Clear(colornames.Black)
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center := pWin.Bounds().Center()
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cam := pixel.IM
// cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
cam = cam.Scaled(pixel.ZV, s.zoom) // apply current zoom factor
cam = cam.Moved(center.Sub(s.camPos)) // Make it central
// cam = cam.Rotated(center.Sub(s.camPos), -0.785) // Apply isometric angle
s.cam = cam
pWin.SetMatrix(s.cam)
// TODO: bounds clipping
z := int(s.zIdx)
for y := int(gameMap.MinLength); y < int(gameMap.MaxLength); y++ {
for x := int(gameMap.MinWidth); x < int(gameMap.MaxWidth); x++ {
cell := gameMap.Cells.At(x, y, z)
// TODO: optimize drawing, etc
surfaceSprite, surfaceObj := s.env.getSprite(s.env.set.SurfacePalette, cell.Surface)
if surfaceSprite == nil {
log.Printf("no surfaceSprite")
continue
}
if surfaceSprite.Width != cellWidth {
log.Printf("WARN: Surface sprite has wrong width: %v", surfaceSprite.Width)
}
yPos := (y - int(gameMap.MinLength)) * cellHeight
xPos := (x - int(gameMap.MinWidth)) * cellWidth
// Tiles should be flush to each other. Offset odd-numbered tiles up
// and right to get the effect
if y%2 == 1 {
yPos -= cellHeight * 2
xPos += (cellWidth / 2)
}
pic := surfaceSprite.Pic
spr := pixel.NewSprite(pic, pic.Bounds())
log.Printf(
"cell(%v,%v,%v): %s %d: pix(%v,%v - %v,%v)",
x, y, z, surfaceObj.Name, cell.Surface.Index(),
xPos, yPos, xPos+surfaceSprite.Width, yPos+surfaceSprite.Height,
)
spr.Draw(pWin, pixel.IM.Moved(pixel.V(float64(xPos), float64(yPos))))
}
}
}
func (s *state) runStep(pWin *pixelgl.Window) *state {
newState := *s
newState.handleKeys(pWin)
return &newState
}
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func (s *state) handleKeys(pWin *pixelgl.Window) {
if pWin.Pressed(pixelgl.KeyLeft) {
s.camPos.X -= 64
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}
if pWin.Pressed(pixelgl.KeyRight) {
s.camPos.X += 64
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}
if pWin.Pressed(pixelgl.KeyDown) {
s.camPos.Y -= 64
}
if pWin.Pressed(pixelgl.KeyUp) {
s.camPos.Y += 64
}
for i := 1; i <= 7; i++ {
if pWin.JustPressed(pixelgl.Key0 + pixelgl.Button(i)) {
s.zIdx = i - 1
}
}
/* TODO: restore this
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// Show details of clicked-on cell in termal
if pWin.JustPressed(pixelgl.MouseButtonLeft) {
vec := s.cam.Unproject(pWin.MousePosition())
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x, y := vecToCell(vec)
log.Printf("%#v -> %d,%d", vec, x, y)
cell := state.env.gameMap.Cells.At(x, y, state.zIdx)
log.Printf(
"x=%d y=%d z=%d SurfaceTile=%d (%s) SurfaceFrame=%d SquadRelated=%d",
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x, y, state.zIdx,
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cell.Surface.Index(), state.env.set.SurfacePalette[int(cell.Surface.Index())], cell.Surface.Frame(),
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cell.SquadRelated,
)
log.Printf("CellIdx%d=%d. Full cell data: %#v", state.cellIdx, cell.At(state.cellIdx), cell)
}
*/
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// Zoom in and out with the mouse wheel
s.zoom *= math.Pow(1.2, pWin.MouseScroll().Y)
}