Some more map progress
This commit is contained in:
@@ -123,5 +123,11 @@ func loadSets() {
|
|||||||
|
|
||||||
for key, mapSet := range mapSets {
|
for key, mapSet := range mapSets {
|
||||||
fmt.Printf(" * `%s`: Defs=%#v len(palette)=%d\n", key, mapSet.Defs, len(mapSet.Palette))
|
fmt.Printf(" * `%s`: Defs=%#v len(palette)=%d\n", key, mapSet.Defs, len(mapSet.Palette))
|
||||||
|
if key == "map01.set" {
|
||||||
|
for i, objName := range mapSet.Palette {
|
||||||
|
fmt.Printf(" %d. %s\n", i, objName)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@@ -5,6 +5,7 @@ import (
|
|||||||
"log"
|
"log"
|
||||||
"math"
|
"math"
|
||||||
"os"
|
"os"
|
||||||
|
"path/filepath"
|
||||||
"time"
|
"time"
|
||||||
|
|
||||||
"github.com/faiface/pixel"
|
"github.com/faiface/pixel"
|
||||||
@@ -13,6 +14,7 @@ import (
|
|||||||
"golang.org/x/image/colornames"
|
"golang.org/x/image/colornames"
|
||||||
|
|
||||||
"ur.gs/chaos-gate/internal/maps"
|
"ur.gs/chaos-gate/internal/maps"
|
||||||
|
"ur.gs/chaos-gate/internal/sets"
|
||||||
)
|
)
|
||||||
|
|
||||||
var (
|
var (
|
||||||
@@ -24,6 +26,26 @@ var (
|
|||||||
winY = flag.Int("win-y", 1024, "height of the view-map window")
|
winY = flag.Int("win-y", 1024, "height of the view-map window")
|
||||||
)
|
)
|
||||||
|
|
||||||
|
type env struct {
|
||||||
|
gameMap *maps.GameMap
|
||||||
|
set sets.MapSet
|
||||||
|
}
|
||||||
|
|
||||||
|
type runState struct {
|
||||||
|
env *env
|
||||||
|
|
||||||
|
autoUpdate bool
|
||||||
|
started time.Time
|
||||||
|
|
||||||
|
cam pixel.Matrix
|
||||||
|
camPos pixel.Vec
|
||||||
|
|
||||||
|
zoom float64
|
||||||
|
|
||||||
|
zIdx int
|
||||||
|
cellIdx int
|
||||||
|
}
|
||||||
|
|
||||||
func main() {
|
func main() {
|
||||||
flag.Parse()
|
flag.Parse()
|
||||||
|
|
||||||
@@ -37,23 +59,21 @@ func main() {
|
|||||||
log.Fatalf("Couldn't load map file: %v", err)
|
log.Fatalf("Couldn't load map file: %v", err)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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)
|
||||||
|
}
|
||||||
|
|
||||||
|
env := &env{gameMap: gameMap, set: mapSet}
|
||||||
|
|
||||||
// The main thread now belongs to pixelgl
|
// The main thread now belongs to pixelgl
|
||||||
pixelgl.Run(func() { run(gameMap) })
|
pixelgl.Run(func() { run(env) })
|
||||||
}
|
}
|
||||||
|
|
||||||
type runState struct {
|
func run(env *env) {
|
||||||
redraw bool
|
// WARE! 0,0 is the *bottom left* of the window
|
||||||
started time.Time
|
|
||||||
autoUpdate bool
|
|
||||||
gameMap *maps.GameMap
|
|
||||||
|
|
||||||
zoom float64
|
|
||||||
|
|
||||||
zIdx int
|
|
||||||
cellIdx int
|
|
||||||
}
|
|
||||||
|
|
||||||
func run(gameMap *maps.GameMap) {
|
|
||||||
cfg := pixelgl.WindowConfig{
|
cfg := pixelgl.WindowConfig{
|
||||||
Title: "View Map " + *mapFile,
|
Title: "View Map " + *mapFile,
|
||||||
Bounds: pixel.R(0, 0, float64(*winX), float64(*winY)),
|
Bounds: pixel.R(0, 0, float64(*winX), float64(*winY)),
|
||||||
@@ -66,74 +86,141 @@ func run(gameMap *maps.GameMap) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
state := &runState{
|
state := &runState{
|
||||||
redraw: true,
|
env: env,
|
||||||
started: time.Now(),
|
|
||||||
autoUpdate: true,
|
autoUpdate: true,
|
||||||
gameMap: gameMap,
|
|
||||||
zoom: 1.0,
|
camPos: pixel.V(0, float64(-*winY)),
|
||||||
|
|
||||||
|
zoom: 8.0,
|
||||||
}
|
}
|
||||||
|
|
||||||
for !win.Closed() {
|
for !win.Closed() {
|
||||||
if state.redraw {
|
oldState := *state
|
||||||
log.Printf("z=%d cellIdx=%d", state.zIdx, state.cellIdx)
|
|
||||||
presentFull(win, state)
|
|
||||||
}
|
|
||||||
|
|
||||||
state = runStep(win, state)
|
state = runStep(win, state)
|
||||||
|
|
||||||
|
if oldState != *state {
|
||||||
|
log.Printf("z=%d cellIdx=%d", state.zIdx, state.cellIdx)
|
||||||
|
present(win, state)
|
||||||
|
}
|
||||||
|
|
||||||
win.Update()
|
win.Update()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Converts pixel coordinates to cell coordinates
|
||||||
|
func vecToCell(vec pixel.Vec) (int, int) {
|
||||||
|
x := int(vec.X)
|
||||||
|
y := int(vec.Y)
|
||||||
|
|
||||||
|
if x < 0 {
|
||||||
|
x = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
if x > maps.MaxWidth-1 {
|
||||||
|
x = maps.MaxWidth - 1
|
||||||
|
}
|
||||||
|
|
||||||
|
if y < 0 {
|
||||||
|
y = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
if y > maps.MaxLength-1 {
|
||||||
|
y = maps.MaxLength - 1
|
||||||
|
}
|
||||||
|
|
||||||
|
return x, y
|
||||||
|
}
|
||||||
|
|
||||||
|
func cellToVec(x, y int) pixel.Rect {
|
||||||
|
min := pixel.Vec{X: float64(x), Y: float64(y)}
|
||||||
|
max := pixel.Vec{X: min.X + 1, Y: min.Y + 1}
|
||||||
|
return pixel.Rect{Min: min, Max: max}
|
||||||
|
}
|
||||||
|
|
||||||
// TODO: cut this down to showing just the viewport?
|
// TODO: cut this down to showing just the viewport?
|
||||||
// The naive approach using gameMap.Width() / Height() cuts half the map off :/
|
// The naive approach using gameMap.Width() / Height() cuts half the map off :/
|
||||||
func presentFull(win *pixelgl.Window, state *runState) {
|
func present(win *pixelgl.Window, state *runState) {
|
||||||
gameMap := state.gameMap
|
gameMap := state.env.gameMap
|
||||||
center := win.Bounds().Center()
|
|
||||||
sz := win.Bounds().Size()
|
|
||||||
imd := imdraw.New(nil)
|
imd := imdraw.New(nil)
|
||||||
|
|
||||||
// Rotate everything 45' anticlockwise to get an isometric view with the
|
for y := gameMap.MinLength; y < gameMap.MaxLength; y++ {
|
||||||
// lowest coordinates at the (now) top corner
|
for x := gameMap.MinWidth; x < gameMap.MaxWidth; x++ {
|
||||||
imd.SetMatrix(pixel.IM.Rotated(center, -math.Pi/4))
|
rect := cellToVec(int(x), int(y))
|
||||||
|
|
||||||
xPerCell := sz.X / float64(maps.MaxWidth)
|
|
||||||
yPerCell := sz.Y / float64(maps.MaxLength)
|
|
||||||
|
|
||||||
for y := 0; y < maps.MaxLength; y++ {
|
|
||||||
for x := 0; x < maps.MaxWidth; x++ {
|
|
||||||
min := pixel.Vec{X: float64(x) * xPerCell, Y: float64(y) * yPerCell}
|
|
||||||
max := pixel.Vec{X: min.X + xPerCell, Y: min.Y + yPerCell}
|
|
||||||
|
|
||||||
cell := gameMap.Cells.At(int(x), int(y), int(state.zIdx))
|
cell := gameMap.Cells.At(int(x), int(y), int(state.zIdx))
|
||||||
|
|
||||||
// TODO: represent the state of the cell *sensibly*, using colour.
|
// TODO: represent the state of the cell *sensibly*, using colour.
|
||||||
// Need to understand the contents better first, so for now optimize
|
// Need to understand the contents better first, so for now optimize
|
||||||
// for exploration
|
// for exploration
|
||||||
//
|
imd.Color = makeColour(&cell, state.cellIdx)
|
||||||
// CellIndex=3 shows walls & elevation changes
|
imd.Push(rect.Min, rect.Max)
|
||||||
imd.Color = makeColour(cell, state.cellIdx)
|
|
||||||
imd.Push(min, max)
|
|
||||||
imd.Rectangle(0.0)
|
imd.Rectangle(0.0)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
cam := pixel.IM.Scaled(center, state.zoom)
|
// Draw the boundary
|
||||||
win.SetMatrix(cam)
|
rect := pixel.R(
|
||||||
|
float64(gameMap.MinWidth)-1, float64(gameMap.MinLength)-1,
|
||||||
|
float64(gameMap.MaxWidth)+1, float64(gameMap.MaxLength)+1,
|
||||||
|
)
|
||||||
|
|
||||||
|
imd.Color = pixel.RGB(255, 0, 0)
|
||||||
|
imd.EndShape = imdraw.SharpEndShape
|
||||||
|
imd.Push(rect.Min, rect.Max)
|
||||||
|
imd.Rectangle(1.0)
|
||||||
|
|
||||||
|
center := win.Bounds().Center()
|
||||||
|
|
||||||
|
cam := pixel.IM
|
||||||
|
cam = cam.ScaledXY(pixel.ZV, pixel.Vec{1.0, -1.0}) // invert the Y axis
|
||||||
|
cam = cam.Scaled(pixel.ZV, state.zoom) // apply current zoom factor
|
||||||
|
cam = cam.Moved(center.Sub(state.camPos)) // Make it central
|
||||||
|
cam = cam.Rotated(center.Sub(state.camPos), -0.785) // Apply isometric angle
|
||||||
|
state.cam = cam
|
||||||
|
|
||||||
|
win.SetMatrix(state.cam)
|
||||||
win.Clear(colornames.Black)
|
win.Clear(colornames.Black)
|
||||||
imd.Draw(win)
|
imd.Draw(win)
|
||||||
}
|
}
|
||||||
|
|
||||||
func makeColour(cell maps.Cell, colIdx int) pixel.RGBA {
|
func makeColour(cell *maps.Cell, colIdx int) pixel.RGBA {
|
||||||
return pixel.RGB(
|
var scale func(float64) float64
|
||||||
float64(cell[colIdx]),
|
|
||||||
float64(cell[colIdx]),
|
mult := func(factor float64) func(float64) float64 {
|
||||||
float64(cell[colIdx]),
|
return func(in float64) float64 { return in * factor }
|
||||||
)
|
}
|
||||||
|
|
||||||
|
// Different columns do better with different levels of greyscale.
|
||||||
|
|
||||||
|
switch colIdx {
|
||||||
|
case 0:
|
||||||
|
scale = mult(0.004)
|
||||||
|
case 1:
|
||||||
|
scale = mult(0.1)
|
||||||
|
case 2:
|
||||||
|
scale = mult(1.0)
|
||||||
|
case 3:
|
||||||
|
scale = mult(0.1)
|
||||||
|
case 4:
|
||||||
|
scale = func(in float64) float64 { return mult(0.01)(in - 100) }
|
||||||
|
case 10:
|
||||||
|
scale = func(in float64) float64 { return mult(0.01)(in - 100) }
|
||||||
|
case 12:
|
||||||
|
scale = mult(0.004)
|
||||||
|
case 13:
|
||||||
|
scale = mult(0.004)
|
||||||
|
case 14:
|
||||||
|
scale = mult(0.004)
|
||||||
|
default:
|
||||||
|
scale = mult(0.01) // close to maximum resolution, low-value fields will be lost
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
col := scale(float64(cell.At(colIdx)))
|
||||||
|
return pixel.RGB(col, col, col)
|
||||||
}
|
}
|
||||||
|
|
||||||
func runStep(win *pixelgl.Window, state *runState) *runState {
|
func runStep(win *pixelgl.Window, state *runState) *runState {
|
||||||
nextState := *state
|
nextState := *state
|
||||||
nextState.redraw = false
|
|
||||||
|
|
||||||
// Enable / disable auto-update with the enter key
|
// Enable / disable auto-update with the enter key
|
||||||
if win.JustPressed(pixelgl.KeyEnter) {
|
if win.JustPressed(pixelgl.KeyEnter) {
|
||||||
@@ -146,8 +233,7 @@ func runStep(win *pixelgl.Window, state *runState) *runState {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Automatically cycle every second when auto-update is on
|
// Automatically cycle every second when auto-update is on
|
||||||
if nextState.autoUpdate && time.Now().Sub(nextState.started) > time.Second {
|
if nextState.autoUpdate && time.Now().Sub(state.started) > 500*time.Millisecond {
|
||||||
nextState.redraw = true
|
|
||||||
nextState.cellIdx = nextState.cellIdx + 1
|
nextState.cellIdx = nextState.cellIdx + 1
|
||||||
if nextState.cellIdx >= maps.CellSize {
|
if nextState.cellIdx >= maps.CellSize {
|
||||||
nextState.cellIdx = 0
|
nextState.cellIdx = 0
|
||||||
@@ -161,47 +247,61 @@ func runStep(win *pixelgl.Window, state *runState) *runState {
|
|||||||
nextState.started = time.Now()
|
nextState.started = time.Now()
|
||||||
}
|
}
|
||||||
|
|
||||||
if win.JustPressed(pixelgl.KeyDown) {
|
if win.Pressed(pixelgl.KeyLeft) {
|
||||||
if nextState.zIdx <= 0 {
|
nextState.camPos.X -= 4
|
||||||
log.Printf("z index is already at minimum")
|
}
|
||||||
} else {
|
|
||||||
nextState.redraw = true
|
if win.Pressed(pixelgl.KeyRight) {
|
||||||
nextState.zIdx = nextState.zIdx - 1
|
nextState.camPos.X += 4
|
||||||
|
}
|
||||||
|
|
||||||
|
if win.Pressed(pixelgl.KeyDown) {
|
||||||
|
nextState.camPos.Y -= 4
|
||||||
|
}
|
||||||
|
|
||||||
|
if win.Pressed(pixelgl.KeyUp) {
|
||||||
|
nextState.camPos.Y += 4
|
||||||
|
}
|
||||||
|
|
||||||
|
for i := 0; i <= 6; i++ {
|
||||||
|
if win.JustPressed(pixelgl.Key1 + pixelgl.Button(i)) {
|
||||||
|
nextState.zIdx = i
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if win.JustPressed(pixelgl.KeyUp) {
|
// Decrease the cell index
|
||||||
if nextState.zIdx >= maps.MaxHeight-1 {
|
if win.JustPressed(pixelgl.KeyMinus) {
|
||||||
log.Printf("z index is already at maximum")
|
if nextState.cellIdx > 0 {
|
||||||
} else {
|
nextState.cellIdx -= 1
|
||||||
nextState.redraw = true
|
|
||||||
nextState.zIdx = nextState.zIdx + 1
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if win.JustPressed(pixelgl.KeyLeft) {
|
// Increase the cell index
|
||||||
if nextState.cellIdx <= 0 {
|
if win.JustPressed(pixelgl.KeyEqual) {
|
||||||
log.Printf("cell index is already at minimum")
|
if nextState.cellIdx < maps.CellSize-1 {
|
||||||
} else {
|
nextState.cellIdx += 1
|
||||||
nextState.redraw = true
|
|
||||||
nextState.cellIdx = nextState.cellIdx - 1
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if win.JustPressed(pixelgl.KeyRight) {
|
// Show details of clicked-on cell in termal
|
||||||
if nextState.cellIdx >= maps.CellSize-1 {
|
if win.JustPressed(pixelgl.MouseButtonLeft) {
|
||||||
log.Printf("cell index is already at maximum")
|
vec := state.cam.Unproject(win.MousePosition())
|
||||||
} else {
|
x, y := vecToCell(vec)
|
||||||
nextState.redraw = true
|
log.Printf("%#v -> %d,%d", vec, x, y)
|
||||||
nextState.cellIdx = nextState.cellIdx + 1
|
cell := state.env.gameMap.Cells.At(x, y, state.zIdx)
|
||||||
}
|
log.Printf(
|
||||||
|
"x=%d y=%d z=%d Object0SurfaceArea=%d Object3CenterArea=%d (%s) SquadRelated=%d",
|
||||||
|
x, y, state.zIdx,
|
||||||
|
cell.Object0SurfaceArea, cell.Object3CenterArea, state.env.set.Palette[int(cell.Object3CenterArea)],
|
||||||
|
cell.SquadRelated,
|
||||||
|
)
|
||||||
|
log.Printf("CellIdx%d=%d. Full cell data: %#v", state.cellIdx, cell.At(state.cellIdx), cell)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Zoom in and out with the mouse wheel
|
// Zoom in and out with the mouse wheel
|
||||||
nextState.zoom *= math.Pow(1.2, win.MouseScroll().Y)
|
nextState.zoom *= math.Pow(1.2, win.MouseScroll().Y)
|
||||||
if nextState.zoom != state.zoom {
|
if nextState.zoom != state.zoom {
|
||||||
log.Printf("zoom=%.2f", nextState.zoom)
|
log.Printf("zoom=%.2f", nextState.zoom)
|
||||||
nextState.redraw = true
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return &nextState
|
return &nextState
|
||||||
|
BIN
doc/formats/img/chapter01_cell_index_9.png
Normal file
BIN
doc/formats/img/chapter01_cell_index_9.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 75 KiB |
@@ -248,11 +248,11 @@ We're specifying a viewport on a statically-defined area with a width of 130,
|
|||||||
and a length of 100. The viewport is centered on the middle of that area and
|
and a length of 100. The viewport is centered on the middle of that area and
|
||||||
anything outside it is clipped away.
|
anything outside it is clipped away.
|
||||||
|
|
||||||
## Per-coordinate data
|
## Per-cell data
|
||||||
|
|
||||||
All .MAP files are the same size once uncompressed, regardles of width and
|
All .MAP files are the same size once uncompressed, regardles of width and
|
||||||
length parameters, suggesting that they each have fixed-sized records for every
|
length parameters, suggesting that they each have fixed-sized records for every
|
||||||
possible coordinate, regardless.
|
possible cell.
|
||||||
|
|
||||||
Skipping the header we know about, we have data like this:
|
Skipping the header we know about, we have data like this:
|
||||||
|
|
||||||
@@ -285,8 +285,10 @@ Skipping the header we know about, we have data like this:
|
|||||||
000001F0 38 00 00 00 88 01 00 00 00 00 00 FF 00 00 00 00 8...............
|
000001F0 38 00 00 00 88 01 00 00 00 00 00 FF 00 00 00 00 8...............
|
||||||
```
|
```
|
||||||
|
|
||||||
It would be very neat if the per-coordinate data started at 0x100 and took 16
|
It would be very neat if the per-cell data started at 0x100 and took 16 bytes
|
||||||
bytes per coordinate.
|
per coordinate, but to get objects in my map to line up properly with cells in
|
||||||
|
WH40K_TD.exe, I've had to start parsing these rows at `0x0120` instead. Still
|
||||||
|
tentative!
|
||||||
|
|
||||||
Total number of possible coordinates is 100x130x7 = 91,000 = 1,456,000 bytes.
|
Total number of possible coordinates is 100x130x7 = 91,000 = 1,456,000 bytes.
|
||||||
|
|
||||||
@@ -387,9 +389,55 @@ as expected, so this is a good hint that the data is actually arranged in
|
|||||||
`[z][y][x][16]` blocks and that I either have the right offset, or I'm out by a
|
`[z][y][x][16]` blocks and that I either have the right offset, or I'm out by a
|
||||||
well-aligned amount.
|
well-aligned amount.
|
||||||
|
|
||||||
Trying to constrict to the viewport currently cuts off much of this displayed
|
Investigation has so far suggested the following:
|
||||||
map, suggesting that I've got something wrong in the calculation somewhere. Need
|
|
||||||
to dig into that more.
|
* `Cell[0]` seems related to doors and canisters. Observed:
|
||||||
|
* Imperial crate: 0x28
|
||||||
|
* Door: 0xB8
|
||||||
|
* `Cell[1]` seems related to special placeables (but not triggers). Bitfield. Observed:
|
||||||
|
* 0x01: Reactor
|
||||||
|
* 0x20: Door or door lock?
|
||||||
|
* 0x40: Animated object
|
||||||
|
* `Cell[2]` hasn't been seen with a value > 0 yet
|
||||||
|
* `Cell[3]` Object 0 (Surface) Area (Sets/*.set lookup)
|
||||||
|
* `Cell[4]` Unsure at present, but it varies between a narrow range of values.
|
||||||
|
I've seen 128 - 147. Broadly matches the terrain layout.
|
||||||
|
* `Cell[5]` Object 1 (Left) Area (Sets/*.set lookup) **ASSUMED**.
|
||||||
|
* It's in the right place, and there seems to be correspondence, but not as
|
||||||
|
neatly as the other 3 columns. Often off-by-1
|
||||||
|
* `Cell[6]` Wide range of values, 0 - 161 observed. Seems to have identity with
|
||||||
|
some blood splatters, etc
|
||||||
|
* `Cell[7]` Object 2 (Right) Area (Sets/*.set lookup)
|
||||||
|
* `Cell[8]` Wide range of values, 0 - 159 observed.
|
||||||
|
* `Cell[9]` Object 3 (Center) Area (Sets/*.set lookup)
|
||||||
|
* `Cell[10]` Varies from 0 - 248. Unclear what for, broadly follows terrain
|
||||||
|
* `Cell[11]` all 255?
|
||||||
|
* `Cell[12]` all 0?
|
||||||
|
* `Cell[13]` all 0?
|
||||||
|
* `Cell[14]` all 0?
|
||||||
|
* `Cell[15]` shows squad positions, MP start positions, etc, as 0x04
|
||||||
|
|
||||||
|
Mapping the altar in Chapter01 to the map01 set suggests it's a palette entry
|
||||||
|
lookup, 0-indexed. `U` debug in WH40K_TD.exe says the cell's `Object 3-Center`
|
||||||
|
has `Area 67` and `Sprite 1`. In `Sets/map01.set`, entry 67, zero-indexed and
|
||||||
|
ignoring non-palette data, is an altar.
|
||||||
|
|
||||||
|
The data of that cell is:
|
||||||
|
|
||||||
|
```
|
||||||
|
maps.Cell{
|
||||||
|
0x18, 0x0, 0x0, 0x2, 0x99, 0x1, 0x0, 0x0,
|
||||||
|
0x0, 0x43, 0x81, 0xff, 0x0, 0x0, 0x0, 0x0
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
So `CellIdx == 9` points to the center object's Area, looked up in the set file!
|
||||||
|
|
||||||
|

|
)
|
||||||
|
|
||||||
type Header struct {
|
type Header struct {
|
||||||
@@ -59,21 +59,79 @@ func (h Header) Height() int {
|
|||||||
return MaxHeight
|
return MaxHeight
|
||||||
}
|
}
|
||||||
|
|
||||||
type Cell []byte // FIXME: need to deconstruct this into the various fields
|
func (h Header) MapSetFilename() string {
|
||||||
|
idx := bytes.IndexByte(h.SetName[:], 0)
|
||||||
|
if idx < 0 {
|
||||||
|
idx = 8 // all 8 bytes are used
|
||||||
|
}
|
||||||
|
|
||||||
|
return string(h.SetName[0:idx:idx]) + ".set"
|
||||||
|
}
|
||||||
|
|
||||||
|
type Cell struct {
|
||||||
|
DoorAndCanisterRelated byte
|
||||||
|
DoorLockAndReactorRelated byte
|
||||||
|
Unknown2 byte
|
||||||
|
Object0SurfaceArea byte
|
||||||
|
Unknown4 byte
|
||||||
|
Object1LeftArea byte
|
||||||
|
Unknown6 byte
|
||||||
|
Object2RightArea byte
|
||||||
|
Unknown8 byte
|
||||||
|
Object3CenterArea byte
|
||||||
|
Unknown10 byte
|
||||||
|
Unknown11 byte
|
||||||
|
Unknown12 byte
|
||||||
|
Unknown13 byte
|
||||||
|
Unknown14 byte
|
||||||
|
SquadRelated byte
|
||||||
|
}
|
||||||
|
|
||||||
|
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.Object0SurfaceArea
|
||||||
|
case 4:
|
||||||
|
return c.Unknown4
|
||||||
|
case 5:
|
||||||
|
return c.Object1LeftArea
|
||||||
|
case 6:
|
||||||
|
return c.Unknown6
|
||||||
|
case 7:
|
||||||
|
return c.Object2RightArea
|
||||||
|
case 8:
|
||||||
|
return c.Unknown8
|
||||||
|
case 9:
|
||||||
|
return c.Object3CenterArea
|
||||||
|
case 10:
|
||||||
|
return c.Unknown10
|
||||||
|
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
|
||||||
|
}
|
||||||
|
|
||||||
// Cells is always a fixed size; use At to get a cell according to x,y,z
|
// Cells is always a fixed size; use At to get a cell according to x,y,z
|
||||||
type Cells []byte
|
type Cells []Cell
|
||||||
|
|
||||||
// FIXME: Ordering may be incorrect? I assume z,y,x for now...
|
// FIXME: Ordering may be incorrect? I assume z,y,x for now...
|
||||||
func (c Cells) At(x, y, z int) Cell {
|
func (c Cells) At(x, y, z int) Cell {
|
||||||
start :=
|
return c[(z*MaxLength*MaxWidth)+(y*MaxWidth)+x]
|
||||||
(z * MaxLength * MaxWidth * CellSize) +
|
|
||||||
(y * MaxWidth * CellSize) +
|
|
||||||
(x * CellSize)
|
|
||||||
|
|
||||||
end := start + CellSize
|
|
||||||
|
|
||||||
return Cell(c[start:end:end])
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (h Header) Check() []error {
|
func (h Header) Check() []error {
|
||||||
@@ -194,9 +252,9 @@ func loadMapFile(filename string) (*GameMap, error) {
|
|||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
|
|
||||||
out.Cells = make(Cells, cellDataSize)
|
out.Cells = make(Cells, cellCount)
|
||||||
if err := binary.Read(zr, binary.LittleEndian, &out.Cells); err != nil {
|
if err := binary.Read(zr, binary.LittleEndian, &out.Cells); err != nil {
|
||||||
return nil, fmt.Errorf("Error parsing %s: %v", filename, err)
|
return nil, fmt.Errorf("Error parsing cells for %s: %v", filename, err)
|
||||||
}
|
}
|
||||||
|
|
||||||
return &out, nil
|
return &out, nil
|
||||||
|
Reference in New Issue
Block a user