Some more map progress
This commit is contained in:
@@ -123,5 +123,11 @@ func loadSets() {
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for key, mapSet := range mapSets {
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fmt.Printf(" * `%s`: Defs=%#v len(palette)=%d\n", key, mapSet.Defs, len(mapSet.Palette))
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if key == "map01.set" {
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for i, objName := range mapSet.Palette {
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fmt.Printf(" %d. %s\n", i, objName)
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}
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}
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}
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}
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@@ -5,6 +5,7 @@ import (
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"log"
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"math"
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"os"
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"path/filepath"
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"time"
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"github.com/faiface/pixel"
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@@ -13,6 +14,7 @@ import (
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"golang.org/x/image/colornames"
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"ur.gs/chaos-gate/internal/maps"
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"ur.gs/chaos-gate/internal/sets"
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)
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var (
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@@ -24,6 +26,26 @@ var (
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winY = flag.Int("win-y", 1024, "height of the view-map window")
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)
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type env struct {
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gameMap *maps.GameMap
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set sets.MapSet
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}
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type runState struct {
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env *env
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autoUpdate bool
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started time.Time
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cam pixel.Matrix
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camPos pixel.Vec
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zoom float64
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zIdx int
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cellIdx int
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}
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func main() {
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flag.Parse()
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@@ -37,23 +59,21 @@ func main() {
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log.Fatalf("Couldn't load map file: %v", err)
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}
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setFile := filepath.Join(*gamePath, "Sets", gameMap.MapSetFilename())
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log.Println(setFile)
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mapSet, err := sets.LoadSet(setFile)
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if err != nil {
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log.Fatalf("Couldn't load set file %s: %v", setFile, err)
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}
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env := &env{gameMap: gameMap, set: mapSet}
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// The main thread now belongs to pixelgl
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pixelgl.Run(func() { run(gameMap) })
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pixelgl.Run(func() { run(env) })
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}
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type runState struct {
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redraw bool
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started time.Time
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autoUpdate bool
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gameMap *maps.GameMap
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zoom float64
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zIdx int
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cellIdx int
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}
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func run(gameMap *maps.GameMap) {
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func run(env *env) {
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// WARE! 0,0 is the *bottom left* of the window
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cfg := pixelgl.WindowConfig{
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Title: "View Map " + *mapFile,
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Bounds: pixel.R(0, 0, float64(*winX), float64(*winY)),
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@@ -66,74 +86,141 @@ func run(gameMap *maps.GameMap) {
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}
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state := &runState{
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redraw: true,
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started: time.Now(),
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env: env,
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autoUpdate: true,
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gameMap: gameMap,
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zoom: 1.0,
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camPos: pixel.V(0, float64(-*winY)),
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zoom: 8.0,
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}
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for !win.Closed() {
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if state.redraw {
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log.Printf("z=%d cellIdx=%d", state.zIdx, state.cellIdx)
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presentFull(win, state)
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}
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oldState := *state
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state = runStep(win, state)
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if oldState != *state {
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log.Printf("z=%d cellIdx=%d", state.zIdx, state.cellIdx)
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present(win, state)
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}
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win.Update()
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}
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}
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// Converts pixel coordinates to cell coordinates
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func vecToCell(vec pixel.Vec) (int, int) {
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x := int(vec.X)
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y := int(vec.Y)
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if x < 0 {
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x = 0
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}
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if x > maps.MaxWidth-1 {
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x = maps.MaxWidth - 1
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}
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if y < 0 {
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y = 0
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}
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if y > maps.MaxLength-1 {
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y = maps.MaxLength - 1
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}
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return x, y
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}
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func cellToVec(x, y int) pixel.Rect {
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min := pixel.Vec{X: float64(x), Y: float64(y)}
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max := pixel.Vec{X: min.X + 1, Y: min.Y + 1}
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return pixel.Rect{Min: min, Max: max}
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}
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// TODO: cut this down to showing just the viewport?
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// The naive approach using gameMap.Width() / Height() cuts half the map off :/
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func presentFull(win *pixelgl.Window, state *runState) {
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gameMap := state.gameMap
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center := win.Bounds().Center()
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sz := win.Bounds().Size()
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func present(win *pixelgl.Window, state *runState) {
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gameMap := state.env.gameMap
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imd := imdraw.New(nil)
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// Rotate everything 45' anticlockwise to get an isometric view with the
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// lowest coordinates at the (now) top corner
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imd.SetMatrix(pixel.IM.Rotated(center, -math.Pi/4))
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xPerCell := sz.X / float64(maps.MaxWidth)
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yPerCell := sz.Y / float64(maps.MaxLength)
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for y := 0; y < maps.MaxLength; y++ {
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for x := 0; x < maps.MaxWidth; x++ {
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min := pixel.Vec{X: float64(x) * xPerCell, Y: float64(y) * yPerCell}
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max := pixel.Vec{X: min.X + xPerCell, Y: min.Y + yPerCell}
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for y := gameMap.MinLength; y < gameMap.MaxLength; y++ {
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for x := gameMap.MinWidth; x < gameMap.MaxWidth; x++ {
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rect := cellToVec(int(x), int(y))
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cell := gameMap.Cells.At(int(x), int(y), int(state.zIdx))
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// TODO: represent the state of the cell *sensibly*, using colour.
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// Need to understand the contents better first, so for now optimize
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// for exploration
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//
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// CellIndex=3 shows walls & elevation changes
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imd.Color = makeColour(cell, state.cellIdx)
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imd.Push(min, max)
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imd.Color = makeColour(&cell, state.cellIdx)
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imd.Push(rect.Min, rect.Max)
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imd.Rectangle(0.0)
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}
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}
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cam := pixel.IM.Scaled(center, state.zoom)
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win.SetMatrix(cam)
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// Draw the boundary
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rect := pixel.R(
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float64(gameMap.MinWidth)-1, float64(gameMap.MinLength)-1,
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float64(gameMap.MaxWidth)+1, float64(gameMap.MaxLength)+1,
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)
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imd.Color = pixel.RGB(255, 0, 0)
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imd.EndShape = imdraw.SharpEndShape
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imd.Push(rect.Min, rect.Max)
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imd.Rectangle(1.0)
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center := win.Bounds().Center()
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cam := pixel.IM
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cam = cam.ScaledXY(pixel.ZV, pixel.Vec{1.0, -1.0}) // invert the Y axis
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cam = cam.Scaled(pixel.ZV, state.zoom) // apply current zoom factor
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cam = cam.Moved(center.Sub(state.camPos)) // Make it central
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cam = cam.Rotated(center.Sub(state.camPos), -0.785) // Apply isometric angle
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state.cam = cam
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win.SetMatrix(state.cam)
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win.Clear(colornames.Black)
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imd.Draw(win)
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}
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func makeColour(cell maps.Cell, colIdx int) pixel.RGBA {
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return pixel.RGB(
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float64(cell[colIdx]),
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float64(cell[colIdx]),
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float64(cell[colIdx]),
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)
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func makeColour(cell *maps.Cell, colIdx int) pixel.RGBA {
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var scale func(float64) float64
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mult := func(factor float64) func(float64) float64 {
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return func(in float64) float64 { return in * factor }
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}
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// Different columns do better with different levels of greyscale.
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switch colIdx {
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case 0:
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scale = mult(0.004)
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case 1:
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scale = mult(0.1)
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case 2:
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scale = mult(1.0)
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case 3:
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scale = mult(0.1)
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case 4:
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scale = func(in float64) float64 { return mult(0.01)(in - 100) }
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case 10:
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scale = func(in float64) float64 { return mult(0.01)(in - 100) }
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case 12:
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scale = mult(0.004)
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case 13:
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scale = mult(0.004)
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case 14:
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scale = mult(0.004)
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default:
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scale = mult(0.01) // close to maximum resolution, low-value fields will be lost
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}
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col := scale(float64(cell.At(colIdx)))
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return pixel.RGB(col, col, col)
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}
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func runStep(win *pixelgl.Window, state *runState) *runState {
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nextState := *state
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nextState.redraw = false
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// Enable / disable auto-update with the enter key
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if win.JustPressed(pixelgl.KeyEnter) {
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@@ -146,8 +233,7 @@ func runStep(win *pixelgl.Window, state *runState) *runState {
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}
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// Automatically cycle every second when auto-update is on
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if nextState.autoUpdate && time.Now().Sub(nextState.started) > time.Second {
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nextState.redraw = true
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if nextState.autoUpdate && time.Now().Sub(state.started) > 500*time.Millisecond {
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nextState.cellIdx = nextState.cellIdx + 1
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if nextState.cellIdx >= maps.CellSize {
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nextState.cellIdx = 0
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@@ -161,47 +247,61 @@ func runStep(win *pixelgl.Window, state *runState) *runState {
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nextState.started = time.Now()
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}
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if win.JustPressed(pixelgl.KeyDown) {
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if nextState.zIdx <= 0 {
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log.Printf("z index is already at minimum")
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} else {
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nextState.redraw = true
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nextState.zIdx = nextState.zIdx - 1
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if win.Pressed(pixelgl.KeyLeft) {
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nextState.camPos.X -= 4
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}
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if win.Pressed(pixelgl.KeyRight) {
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nextState.camPos.X += 4
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}
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if win.Pressed(pixelgl.KeyDown) {
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nextState.camPos.Y -= 4
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}
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if win.Pressed(pixelgl.KeyUp) {
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nextState.camPos.Y += 4
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}
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for i := 0; i <= 6; i++ {
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if win.JustPressed(pixelgl.Key1 + pixelgl.Button(i)) {
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nextState.zIdx = i
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}
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}
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if win.JustPressed(pixelgl.KeyUp) {
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if nextState.zIdx >= maps.MaxHeight-1 {
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log.Printf("z index is already at maximum")
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} else {
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nextState.redraw = true
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nextState.zIdx = nextState.zIdx + 1
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// Decrease the cell index
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if win.JustPressed(pixelgl.KeyMinus) {
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if nextState.cellIdx > 0 {
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nextState.cellIdx -= 1
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}
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}
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if win.JustPressed(pixelgl.KeyLeft) {
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if nextState.cellIdx <= 0 {
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log.Printf("cell index is already at minimum")
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} else {
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nextState.redraw = true
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nextState.cellIdx = nextState.cellIdx - 1
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// Increase the cell index
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if win.JustPressed(pixelgl.KeyEqual) {
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if nextState.cellIdx < maps.CellSize-1 {
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nextState.cellIdx += 1
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}
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}
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if win.JustPressed(pixelgl.KeyRight) {
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if nextState.cellIdx >= maps.CellSize-1 {
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log.Printf("cell index is already at maximum")
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} else {
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nextState.redraw = true
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nextState.cellIdx = nextState.cellIdx + 1
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}
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// Show details of clicked-on cell in termal
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if win.JustPressed(pixelgl.MouseButtonLeft) {
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vec := state.cam.Unproject(win.MousePosition())
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x, y := vecToCell(vec)
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log.Printf("%#v -> %d,%d", vec, x, y)
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cell := state.env.gameMap.Cells.At(x, y, state.zIdx)
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log.Printf(
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"x=%d y=%d z=%d Object0SurfaceArea=%d Object3CenterArea=%d (%s) SquadRelated=%d",
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x, y, state.zIdx,
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cell.Object0SurfaceArea, cell.Object3CenterArea, state.env.set.Palette[int(cell.Object3CenterArea)],
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cell.SquadRelated,
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)
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log.Printf("CellIdx%d=%d. Full cell data: %#v", state.cellIdx, cell.At(state.cellIdx), cell)
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}
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// Zoom in and out with the mouse wheel
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nextState.zoom *= math.Pow(1.2, win.MouseScroll().Y)
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if nextState.zoom != state.zoom {
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log.Printf("zoom=%.2f", nextState.zoom)
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nextState.redraw = true
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}
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return &nextState
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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,
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and a length of 100. The viewport is centered on the middle of that area and
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anything outside it is clipped away.
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## Per-coordinate data
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## Per-cell data
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All .MAP files are the same size once uncompressed, regardles of width and
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length parameters, suggesting that they each have fixed-sized records for every
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possible coordinate, regardless.
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possible cell.
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Skipping the header we know about, we have data like this:
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@@ -285,8 +285,10 @@ Skipping the header we know about, we have data like this:
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000001F0 38 00 00 00 88 01 00 00 00 00 00 FF 00 00 00 00 8...............
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```
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It would be very neat if the per-coordinate data started at 0x100 and took 16
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bytes per coordinate.
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It would be very neat if the per-cell data started at 0x100 and took 16 bytes
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per coordinate, but to get objects in my map to line up properly with cells in
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WH40K_TD.exe, I've had to start parsing these rows at `0x0120` instead. Still
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tentative!
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Total number of possible coordinates is 100x130x7 = 91,000 = 1,456,000 bytes.
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@@ -387,9 +389,55 @@ as expected, so this is a good hint that the data is actually arranged in
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`[z][y][x][16]` blocks and that I either have the right offset, or I'm out by a
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well-aligned amount.
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Trying to constrict to the viewport currently cuts off much of this displayed
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map, suggesting that I've got something wrong in the calculation somewhere. Need
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to dig into that more.
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Investigation has so far suggested the following:
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* `Cell[0]` seems related to doors and canisters. Observed:
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* Imperial crate: 0x28
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* Door: 0xB8
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* `Cell[1]` seems related to special placeables (but not triggers). Bitfield. Observed:
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* 0x01: Reactor
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* 0x20: Door or door lock?
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* 0x40: Animated object
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* `Cell[2]` hasn't been seen with a value > 0 yet
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* `Cell[3]` Object 0 (Surface) Area (Sets/*.set lookup)
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* `Cell[4]` Unsure at present, but it varies between a narrow range of values.
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I've seen 128 - 147. Broadly matches the terrain layout.
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* `Cell[5]` Object 1 (Left) Area (Sets/*.set lookup) **ASSUMED**.
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* It's in the right place, and there seems to be correspondence, but not as
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neatly as the other 3 columns. Often off-by-1
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* `Cell[6]` Wide range of values, 0 - 161 observed. Seems to have identity with
|
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some blood splatters, etc
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* `Cell[7]` Object 2 (Right) Area (Sets/*.set lookup)
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* `Cell[8]` Wide range of values, 0 - 159 observed.
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* `Cell[9]` Object 3 (Center) Area (Sets/*.set lookup)
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* `Cell[10]` Varies from 0 - 248. Unclear what for, broadly follows terrain
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* `Cell[11]` all 255?
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* `Cell[12]` all 0?
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* `Cell[13]` all 0?
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* `Cell[14]` all 0?
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* `Cell[15]` shows squad positions, MP start positions, etc, as 0x04
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Mapping the altar in Chapter01 to the map01 set suggests it's a palette entry
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lookup, 0-indexed. `U` debug in WH40K_TD.exe says the cell's `Object 3-Center`
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has `Area 67` and `Sprite 1`. In `Sets/map01.set`, entry 67, zero-indexed and
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ignoring non-palette data, is an altar.
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The data of that cell is:
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```
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maps.Cell{
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0x18, 0x0, 0x0, 0x2, 0x99, 0x1, 0x0, 0x0,
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0x0, 0x43, 0x81, 0xff, 0x0, 0x0, 0x0, 0x0
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}
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```
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So `CellIdx == 9` points to the center object's Area, looked up in the set file!
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type Header struct {
|
||||
@@ -59,21 +59,79 @@ func (h Header) Height() int {
|
||||
return MaxHeight
|
||||
}
|
||||
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type Cell []byte // FIXME: need to deconstruct this into the various fields
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func (h Header) MapSetFilename() string {
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idx := bytes.IndexByte(h.SetName[:], 0)
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if idx < 0 {
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||||
idx = 8 // all 8 bytes are used
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||||
}
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||||
|
||||
return string(h.SetName[0:idx:idx]) + ".set"
|
||||
}
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||||
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||||
type Cell struct {
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||||
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
|
||||
type Cells []byte
|
||||
type Cells []Cell
|
||||
|
||||
// FIXME: Ordering may be incorrect? I assume z,y,x for now...
|
||||
func (c Cells) At(x, y, z int) Cell {
|
||||
start :=
|
||||
(z * MaxLength * MaxWidth * CellSize) +
|
||||
(y * MaxWidth * CellSize) +
|
||||
(x * CellSize)
|
||||
|
||||
end := start + CellSize
|
||||
|
||||
return Cell(c[start:end:end])
|
||||
return c[(z*MaxLength*MaxWidth)+(y*MaxWidth)+x]
|
||||
}
|
||||
|
||||
func (h Header) Check() []error {
|
||||
@@ -194,9 +252,9 @@ func loadMapFile(filename string) (*GameMap, error) {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
out.Cells = make(Cells, cellDataSize)
|
||||
out.Cells = make(Cells, cellCount)
|
||||
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
|
||||
|
Reference in New Issue
Block a user