Files
ordoor/internal/maps/maps.go

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package maps
import (
"bytes"
"compress/gzip"
"encoding/binary"
"fmt"
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"image"
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"io/ioutil"
"os"
"path/filepath"
"strings"
"github.com/lunixbochs/struc"
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"code.ur.gs/lupine/ordoor/internal/data"
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)
var (
expectedMagic = []byte("\x08\x00WHMAP\x00")
expectedSetNameOffset = uint32(0x34)
notImplemented = fmt.Errorf("Not implemented")
)
const (
MaxHeight = 7 // Z coordinate
MaxLength = 100 // Y coordinate
MaxWidth = 130 // X coordinate
CellSize = 16 // seems to be
cellDataOffset = 0x110 // definitely
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cellCount = MaxHeight * MaxLength * MaxWidth
)
type GameMap struct {
// Main Header
IsCampaignMap bool `struc:"uint32"` // Tentatively: 0 = no, 1 = yes
MinWidth int `struc:"uint32"`
MinLength int `struc:"uint32"`
MaxWidth int `struc:"uint32"`
MaxLength int `struc:"uint32"`
Unknown1 int `struc:"uint32"`
Unknown2 int `struc:"uint32"`
Unknown3 int `struc:"uint32"`
Unknown4 int `struc:"uint32"`
Magic []byte `struc:"[8]byte"` // "\x08\x00WHMAP\x00"
Unknown5 int `struc:"uint32"`
Unknown6 int `struc:"uint32"`
SetName string `struc:"[8]byte"` // Links to a filename in `/Sets/*.set`
Padding []byte `struc:"[212]byte"`
// Per-cell data
NumCells int `struc:"skip"` // FIXME: We can't use []Cell below without this field
Cells []Cell `struc:"[]Cell,sizefrom=NumCells"`
// Trailer header
Discard1 [3]byte `struc:"[3]byte"` // First byte is size of trailer header?
TrailerMaxWidth int `struc:"uint32"`
TrailerMaxLength int `struc:"uint32"`
TrailerMinWidth int `struc:"uint32"`
TrailerMinLength int `struc:"uint32"`
NumCharacters int `struc:"uint32"`
TrailerUnknown1 int `struc:"uint32"`
TrailerUnknown2 int `struc:"uint16"`
TrailerUnknown3 int `struc:"uint16"`
TrailerUnknown4 int `struc:"uint32"`
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NumThingies int `struc:"byte"`
TrailerUnknown5 []byte `struc:"[3]byte"`
Padding1 []byte `struc:"[20]byte"`
// FIXME: The rest is trash until Character & Thingy are worked out
Characters []Character `struc:"[]Character,sizefrom=NumCharacters"`
Thingies []Thingy `struc:"[]Thingy,sizefrom=NumThingies"`
Title string `struc:"[255]byte"`
Briefing string `struc:"[2048]byte"`
// Maybe? each contains either 0 or 1? Hard to say
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TrailerUnknown6 []byte `struc:"[85]byte"`
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}
type Cell struct {
DoorAndCanisterRelated byte `struc:"byte"`
DoorLockAndReactorRelated byte `struc:"byte"`
Unknown2 byte `struc:"byte"`
Surface ObjRef
Left ObjRef
Right ObjRef
Center ObjRef
Unknown11 byte `struc:"byte"`
Unknown12 byte `struc:"byte"`
Unknown13 byte `struc:"byte"`
Unknown14 byte `struc:"byte"`
SquadRelated byte `struc:"byte"`
}
type Character struct {
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Unknown1 []byte `struc:"[178]byte"`
Type data.CharacterType `struc:"byte"`
Name string `struc:"[80]byte"`
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// Attributes guessed by matching up numbers. Starts at 0x103
WeaponSkill int `struc:"byte"`
BallisticSkill int `struc:"byte"`
Unknown2 byte `struc:"byte"`
Leadership int `struc:"byte"`
Toughness int `struc:"byte"`
Strength int `struc:"byte"`
ActionPoints int `struc:"byte"`
Unknown3 byte `struc:"byte"`
Unknown4 byte `struc:"byte"`
Health int `struc:"byte"`
Unknown5 []byte `struc:"[91]byte"`
Armor int `struc:"byte"`
Unknown6 []byte `struc:"[84]byte"`
YPos int `struc:"byte"` // These are actually much more complicated
XPos int `struc:"byte"`
Unknown7 []byte `struc:"[317]byte"`
SquadNumber byte `struc:"byte"`
Unknown8 []byte `struc:"[927]byte"`
// TODO: each character may have a fixed number of subrecords for inventory
}
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type Characters []Character
// TODO. These are triggers/reactors/etc.
type Thingy struct {
Unknown1 int `struc:"uint32"`
}
type Thingies []Thingy
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func (g *GameMap) MapSetName() string {
return g.SetName
}
func (g *GameMap) MapSetFilename() string {
return g.MapSetName() + ".set"
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}
type ObjRef struct {
AreaByte byte `struc:"byte"`
SpriteAndFlagByte byte `struc:"byte"`
}
// The index into a set palette to retrieve the object
func (o *ObjRef) Index() int {
return int(o.AreaByte)
}
func (o *ObjRef) Sprite() int {
// The top bit seems to be a flag of some kind
return int(o.SpriteAndFlagByte & 0x7f)
}
// The top bit seems to say whether we should draw or not.
func (o ObjRef) IsActive() bool {
return (o.SpriteAndFlagByte & 0x80) == 0x80
}
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func (c *Cell) At(n int) byte {
switch n {
case 0:
return c.DoorAndCanisterRelated
case 1:
return c.DoorLockAndReactorRelated
case 2:
return c.Unknown2
case 3:
return c.Surface.AreaByte
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case 4:
return c.Surface.SpriteAndFlagByte
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case 5:
return c.Left.AreaByte
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case 6:
return c.Left.SpriteAndFlagByte
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case 7:
return c.Right.AreaByte
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case 8:
return c.Right.SpriteAndFlagByte
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case 9:
return c.Center.AreaByte
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case 10:
return c.Center.SpriteAndFlagByte
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case 11:
return c.Unknown11
case 12:
return c.Unknown12
case 13:
return c.Unknown13
case 14:
return c.Unknown14
case 15:
return c.SquadRelated
}
return 0
}
func (g *GameMap) At(x, y, z int) *Cell {
return &g.Cells[(z*MaxLength*MaxWidth)+(y*MaxWidth)+x]
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}
func (g *GameMap) Check() error {
if bytes.Compare(expectedMagic, g.Magic) != 0 {
return fmt.Errorf("Unexpected magic value: %v", g.Magic)
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}
// TODO: other consistency checks
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return nil
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}
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func (m *GameMap) Rect() image.Rectangle {
return image.Rect(
int(m.MinWidth),
int(m.MinLength),
int(m.MaxWidth),
int(m.MaxLength),
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)
}
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// A game map contains a .txt and a .map. If they're in the same directory,
// just pass the directory + basename to load both
func LoadGameMap(prefix string) (*GameMap, error) {
for _, txtExt := range []string{".TXT", ".txt"} {
for _, mapExt := range []string{".MAP", ".map"} {
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out, err := LoadGameMapByFiles(prefix+mapExt, prefix+txtExt)
if err != nil && !os.IsNotExist(err) {
return nil, err
}
if err == nil {
return out, nil
}
}
}
return nil, fmt.Errorf("Couldn't find %s.{map,txt}, even ignoring case", prefix)
}
// A game map is composed of two files: .map and .txt. We ignore the text file,
// since the content is replicated in the map file.
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func LoadGameMapByFiles(mapFile, txtFile string) (*GameMap, error) {
out, err := loadMapFile(mapFile)
if err != nil {
return nil, err
}
if err := out.Check(); err != nil {
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return nil, err
}
return out, nil
}
func LoadGameMaps(dir string) (map[string]*GameMap, error) {
fis, err := ioutil.ReadDir(dir)
if err != nil {
return nil, err
}
out := make(map[string]*GameMap)
for _, fi := range fis {
filename := filepath.Join(dir, fi.Name())
basename := filepath.Base(filename)
extname := filepath.Ext(filename)
// Only pay attention to .MAP files. Assume they will have a .txt too
if !strings.EqualFold(extname, ".MAP") {
continue
}
prefix := filename[0 : len(filename)-4]
gameMap, err := LoadGameMap(prefix)
if err != nil {
return nil, fmt.Errorf("Error processing %v: %s", filename, err)
}
out[basename] = gameMap
}
return out, nil
}
func loadMapFile(filename string) (*GameMap, error) {
var out GameMap
out.NumCells = cellCount
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mf, err := os.Open(filename)
if err != nil {
return nil, err
}
defer mf.Close()
zr, err := gzip.NewReader(mf)
if err != nil {
return nil, err
}
defer zr.Close()
if err := struc.UnpackWithOrder(zr, &out, binary.LittleEndian); err != nil {
return nil, err
}
// Trim any trailing nulls off of the strings
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nullTerminate(&out.SetName)
nullTerminate(&out.Title)
nullTerminate(&out.Briefing)
for i, _ := range out.Characters {
chr := &out.Characters[i]
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nullTerminate(&chr.Name)
fmt.Printf("Character %v: %s\n", i, chr.String())
}
fmt.Printf("Mission Title: %q\n", out.Title)
fmt.Printf("Mission Briefing: %q\n", out.Briefing)
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return &out, nil
}
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func nullTerminate(s *string) {
sCpy := *s
idx := strings.Index(sCpy, "\x00")
if idx < 0 {
return
}
*s = sCpy[0:idx]
}
func (c *Character) String() string {
return fmt.Sprintf(
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"squad=%v pos=(%v,%v) type=%q name=%q\n"+
"\t%3d %3d %3d %3d %3d\n\t%3d %3d ??? ??? %3d\n",
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c.SquadNumber,
c.XPos, c.YPos,
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c.Type.String(),
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c.Name,
c.ActionPoints, c.Health, c.Armor, c.BallisticSkill, c.WeaponSkill,
c.Strength, c.Toughness /*c.Initiative, c.Attacks,*/, c.Leadership,
)
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}