More investigation into animation

This commit is contained in:
2020-04-15 21:11:01 +01:00
parent 80c65f68ca
commit 32fd9f9aa9
9 changed files with 515 additions and 124 deletions

178
internal/data/has_action.go Normal file
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@@ -0,0 +1,178 @@
package data
import (
"fmt"
"github.com/emef/bitfield"
"code.ur.gs/lupine/ordoor/internal/util/asciiscan"
)
// AnimAction represents an animation that is stored in WarHammer.ani
type AnimAction int
// CharacterType represents one of the different types of character in the game.
//
// TODO: can we load the list of character types anywhere or is it hardcoded in
// the original too?
type CharacterType int
const (
AnimActionNone AnimAction = 0
AnimActionAnim AnimAction = 1
AnimActionWalk AnimAction = 2
AnimActionExplosion AnimAction = 3
AnimActionProjectile AnimAction = 4
AnimActionSmoke AnimAction = 5
AnimActionStandingShoot AnimAction = 6
AnimActionStandingDeath AnimAction = 7
AnimActionPain AnimAction = 8
AnimActionSpellFx1 AnimAction = 9
AnimActionSpellFx2 AnimAction = 10
AnimActionSpellFx3 AnimAction = 11
AnimActionSpellFx4 AnimAction = 12
AnimActionSpellFx5 AnimAction = 13
AnimActionRun AnimAction = 14
AnimActionCrouch AnimAction = 15
AnimActionStand AnimAction = 16
AnimActionStandingRead AnimAction = 17
AnimActionStandingUnready AnimAction = 18
AnimActionCrouchingReady AnimAction = 19
AnimActionCrouchingUnready AnimAction = 20
AnimActionCrouchingShoot AnimAction = 21
AnimActionStandingGrenade AnimAction = 22
AnimActionCrouchingGrenade AnimAction = 23
AnimActionDrawMelee AnimAction = 24
AnimActionSlash AnimAction = 25
AnimActionStab AnimAction = 26
AnimActionBlown AnimAction = 27
AnimActionCrouchingDeath AnimAction = 28
AnimActionJump AnimAction = 29
AnimActionHeal AnimAction = 30
AnimActionTechWork AnimAction = 31
AnimActionCast AnimAction = 32
AnimActionShoot AnimAction = 33
AnimActionDeath AnimAction = 34
AnimActionFromWarp AnimAction = 35
AnimActionStart = AnimActionNone
AnimActionEnd = AnimActionFromWarp
AnimActionCount = AnimActionEnd - AnimActionStart + 1
// FIXME: indexed from 1, very annoying
CharacterTypeTactical CharacterType = 1
CharacterTypeAssault CharacterType = 2
CharacterTypeDevastator CharacterType = 3
CharacterTypeTerminator CharacterType = 4
CharacterTypeApothecary CharacterType = 5
CharacterTypeTechmarine CharacterType = 6
CharacterTypeChaplain CharacterType = 7
CharacterTypeLibrarian CharacterType = 8
CharacterTypeCaptain CharacterType = 9
CharacterTypeChaosMarine CharacterType = 10
CharacterTypeChaosLord CharacterType = 11
CharacterTypeChaosChaplain CharacterType = 12
CharacterTypeChaosSorcerer CharacterType = 13
CharacterTypeChaosTerminator CharacterType = 14
CharacterTypeKhorneBerserker CharacterType = 15
CharacterTypeBloodThirster CharacterType = 16
CharacterTypeBloodLetter CharacterType = 17
CharacterTypeFleshHound CharacterType = 18
CharacterTypeLordOfChange CharacterType = 19
CharacterTypeFlamer CharacterType = 20
CharacterTypePinkHorror CharacterType = 21
CharacterTypeBlueHorror CharacterType = 22
CharacterTypeChaosCultist CharacterType = 23
CharacterTypeStart = CharacterTypeTactical
CharacterTypeEnd = CharacterTypeChaosCultist
CharacterTypeCount = CharacterTypeEnd - CharacterTypeStart + 1
)
// HasAction tells us whether a character has an animation or not.
type HasAction struct {
bits bitfield.BitField
}
func LoadHasAction(filename string) (*HasAction, error) {
scanner, err := asciiscan.New(filename)
if err != nil {
return nil, err
}
defer scanner.Close()
out := &HasAction{
bits: bitfield.New(int(CharacterTypeCount) * int(AnimActionCount)),
}
// Reuse this for every loop
var actions [AnimActionCount]bool
ptrs := make([]*bool, len(actions))
for i, _ := range actions {
ptrs[i] = &actions[i]
}
for c := CharacterTypeStart; c <= CharacterTypeEnd; c++ {
if err := scanner.ConsumeBoolPtrs(ptrs...); err != nil {
return nil, err
}
for j, value := range actions {
a := AnimActionStart + AnimAction(j)
out.set(c, a, value)
}
}
return out, nil
}
func (h *HasAction) Check(c CharacterType, a AnimAction) bool {
return h.bits.Test(h.offset(c, a))
}
func (h *HasAction) offset(c CharacterType, a AnimAction) uint32 {
// Best to view this as a 2D array with CharacterTypeCount * AnimActionCount elements
i := uint32(c - CharacterTypeStart)
j := uint32(a - AnimActionStart)
return (i * uint32(AnimActionCount)) + j
}
func (h *HasAction) set(c CharacterType, a AnimAction, value bool) {
if value {
h.bits.Set(h.offset(c, a))
} else {
h.bits.Clear(h.offset(c, a))
}
}
// Actions returns the list of animations that a character type has
func (h *HasAction) Actions(c CharacterType) []AnimAction {
var out []AnimAction
for j := AnimActionStart; j < AnimActionCount; j++ {
if h.Check(c, j) {
out = append(out, j)
}
}
return out
}
func (h *HasAction) Print() {
fmt.Println(" Tac Ass Dev Term Apo Tech Chp Lib Cpt CMar CLrd CChp CSrc CTrm Kbz BTh BL FHnd LoC Flm PHr BHr Cult")
for a := AnimActionStart; a <= AnimActionEnd; a++ {
fmt.Printf("%.2d", int(a))
for c := CharacterTypeStart; c <= CharacterTypeEnd; c++ {
if h.Check(c, a) {
fmt.Print(" x ")
} else {
fmt.Print(" ")
}
}
fmt.Println("")
}
}

73
internal/idx/idx.go Normal file
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@@ -0,0 +1,73 @@
// package idx parses the Idx/WarHammer.idx file.
//
// No, I don't know what it's for yet.
package idx
import (
"encoding/binary"
//"fmt"
"log"
"os"
//"strings"
)
type Type1Record struct {
Offset1 uint32 // Where the type2 for this type1 is to be found
Unknown1 uint32 // ???
Offset2 uint32 // Another offset? But what to?
}
type Type2Record struct {
Unknown1 [4]byte // ???
Offset uint32 // Where the type3 for this type2 is to be found
Unknown2 [4]byte // ??
}
type Type3Record struct {
First20 [20]byte
Last78 [78]byte
}
type Idx struct {
Filename string
Type1Records [512]Type1Record // Experimentally, there seem to be 512 of these
Type2Records []Type2Record
Type3Records []Type3Record
}
func Load(filename string) (*Idx, error) {
f, err := os.Open(filename)
if err != nil {
return nil, err
}
defer f.Close()
out := &Idx{Filename: filename}
if err := binary.Read(f, binary.LittleEndian, &out.Type1Records); err != nil {
return nil, err
}
for i, rec := range out.Type1Records {
var off1diff uint32
var off2diff uint32
if i > 0 && rec.Offset1 > 0 {
lastRec := out.Type1Records[i-1]
off1diff = rec.Offset1 - lastRec.Offset1
off2diff = rec.Offset2 - lastRec.Offset2
}
log.Printf(
"%.3d: 0x%.6x diff=%.6d %.4d 0x%.6x diff=%.6d",
i, rec.Offset1, off1diff, rec.Unknown1, rec.Offset2, off2diff,
// i,
// rec.Unknown1[0], rec.Unknown1[1], rec.Unknown1[2], rec.Unknown1[3],
// rec.Unknown1[4], rec.Unknown1[5], rec.Unknown1[6], rec.Unknown1[7],
)
}
return out, nil
}

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@@ -201,12 +201,18 @@ func loadProperties(menu *Menu, scanner *asciiscan.Scanner) error {
return err
}
// DeBrief.mnu misspells these
parts := strings.SplitN(strings.ToUpper(k), " ", 3)
if len(parts) > 2 {
k = strings.Join(parts[0:2], " ")
}
switch strings.ToUpper(k) {
case "BACKGROUND COLOR 0..255..-1 TRANS":
case "BACKGROUND COLOR":
menu.BackgroundColor = data.ColorPalette[vInt]
case "HYPERTEXT COLOR 0..255":
case "HYPERTEXT COLOR":
menu.HypertextColor = data.ColorPalette[vInt]
case "FONT TYPE 0..5":
case "FONT TYPE":
menu.FontType = vInt
default:
return fmt.Errorf("Unhandled menu property in %v: %q=%q", menu.Name, k, v)

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@@ -123,6 +123,15 @@ func (s *Scanner) ConsumeInt() (int, error) {
return strconv.Atoi(str)
}
func (s *Scanner) ConsumeBool() (bool, error) {
integer, err := s.ConsumeInt()
if err != nil {
return false, err
}
return (integer > 0), nil
}
// Reads a list of non-property lines, skipping any that match the given strings
func (s *Scanner) ConsumeStringList(skip ...string) ([]string, error) {
skipper := make(map[string]bool, len(skip))
@@ -166,6 +175,16 @@ func (s *Scanner) ConsumeIntPtr(to *int) error {
return nil
}
func (s *Scanner) ConsumeBoolPtr(to *bool) error {
val, err := s.ConsumeBool()
if err != nil {
return err
}
*to = val
return nil
}
func (s *Scanner) ConsumeIntPtrs(ptrs ...*int) error {
for _, ptr := range ptrs {
if err := s.ConsumeIntPtr(ptr); err != nil {
@@ -175,3 +194,13 @@ func (s *Scanner) ConsumeIntPtrs(ptrs ...*int) error {
return nil
}
func (s *Scanner) ConsumeBoolPtrs(ptrs ...*bool) error {
for _, ptr := range ptrs {
if err := s.ConsumeBoolPtr(ptr); err != nil {
return err
}
}
return nil
}