Formalise a bit in each cell as an "IsActive()" bit
This commit is contained in:
@@ -2,6 +2,7 @@ package main
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import (
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"flag"
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"fmt"
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"log"
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"math"
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"os"
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@@ -112,26 +113,28 @@ func (e *env) run() {
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})
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}
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func (e *env) getSprite(palette []string, ref maps.ObjRef) *conv.Sprite {
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func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, error) {
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// There seems to be an active bit that hides many sins
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if !ref.IsActive() {
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return nil, nil
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}
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if ref.Index() >= len(palette) {
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log.Printf("Palette too small: %v requested", ref.Index())
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return nil
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return nil, fmt.Errorf("Palette too small: %v requested", ref.Index())
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}
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name := palette[ref.Index()]
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obj := e.objects[name]
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if obj == nil {
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log.Printf("Failed to find surface sprite %#v -> %q", ref, name)
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return nil
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return nil, fmt.Errorf("Failed to find surface sprite %#v -> %q", ref, name)
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}
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if ref.Frame() >= len(obj.Sprites) {
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log.Printf("Out-of-index sprite %v requested for %v", ref.Frame(), name)
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return nil
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if ref.Sprite() >= len(obj.Sprites) {
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return nil, fmt.Errorf("Out-of-index sprite %v requested for %v", ref.Sprite(), name)
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}
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return &obj.Sprites[ref.Frame()]
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return &obj.Sprites[ref.Sprite()], nil
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}
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// TODO: build all the sprites in the set into a single spritesheet so we can
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@@ -171,14 +174,29 @@ func (s *state) renderCell(x, y, z int, pWin *pixelgl.Window) {
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cell := s.env.gameMap.Cells.At(x, y, z)
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sprites = append(sprites, s.env.getSprite(s.env.set.Palette, cell.Surface))
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if spr, err := s.env.getSprite(s.env.set.Palette, cell.Surface); err != nil {
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log.Printf("%v %v %v surface: %v", x, y, z, err)
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} else {
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sprites = append(sprites, spr)
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}
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sprites = append(
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sprites,
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s.env.getSprite(s.env.set.Palette, cell.Center),
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s.env.getSprite(s.env.set.Palette, cell.Left),
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s.env.getSprite(s.env.set.Palette, cell.Right),
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)
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if spr, err := s.env.getSprite(s.env.set.Palette, cell.Center); err != nil {
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log.Printf("%v %v %v center: %v", x, y, z, err)
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} else {
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sprites = append(sprites, spr)
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}
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if spr, err := s.env.getSprite(s.env.set.Palette, cell.Left); err != nil {
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log.Printf("%v %v %v left: %v", x, y, z, err)
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} else {
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sprites = append(sprites, spr)
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}
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if spr, err := s.env.getSprite(s.env.set.Palette, cell.Right); err != nil {
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log.Printf("%v %v %v right: %v", x, y, z, err)
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} else {
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sprites = append(sprites, spr)
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}
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// Taking the Z index away *seems* to draw the object in the correct place.
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// FIXME: There are some artifacts, investigate more
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@@ -227,11 +245,14 @@ func (s *state) handleKeys(pWin *pixelgl.Window) {
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// FIXME: this suggests we should pass the next state into here and
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// modify it instead
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if pWin.JustPressed(pixelgl.MouseButton1) {
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cell := s.pixToCell(s.cam.Unproject(pWin.MousePosition()))
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if s.zIdx != 0 {
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log.Printf("WARNING: z-index not yet taken into account")
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}
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log.Printf("X=%v Y=%v, zIdx=%v", cell.X, cell.Y, s.zIdx)
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pos := s.pixToCell(s.cam.Unproject(pWin.MousePosition()))
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cell := s.env.gameMap.Cells.At(int(pos.X), int(pos.Y), s.zIdx)
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log.Printf("X=%v Y=%v, zIdx=%v", pos.X, pos.Y, s.zIdx)
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log.Printf("Cell=%#v", cell)
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}
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if pWin.Pressed(pixelgl.KeyLeft) {
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@@ -400,15 +400,15 @@ Investigation has so far suggested the following:
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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]` Object 0 (Surface) Sprite + ???
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* `Cell[4]` Object 0 (Surface) Sprite + active flag
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* Bottom bits encode the sprite (frame number in the .obj file)
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* 0x80 is set too. A flag?
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* `Cell[5]` Object 1 (Left) Area (Sets/*.set lookup)
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* `Cell[6]` Object 1 (Surface) Sprite + ???
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* `Cell[6]` Object 1 (Surface) Sprite + active flag
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* `Cell[7]` Object 2 (Right) Area (Sets/*.set lookup)
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* `Cell[6]` Object 2 (Right) Sprite + ???
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* `Cell[6]` Object 2 (Right) Sprite + active flag
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* `Cell[9]` Object 3 (Center) Area (Sets/*.set lookup)
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* `Cell[10]` Object 3 (Right) Sprite + ???
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* `Cell[10]` Object 3 (Right) Sprite + active flag
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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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@@ -436,6 +436,12 @@ So `CellIdx == 9` points to the center object's Area, looked up in the set file!
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It seems the area numbers are absolute indexes into the set, rather than having
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a new set of indices for each type.
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We have to remove 0x80 from the sprite byte to get a valid reference. This seems
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to act as an "active" flag - without it, Chapter01.MAP has a "ghost" of the
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template close to the 0,0 boundary. Theory: the devs originally started at 0,0
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but then they decided to center smaller maps rather than being there, so the
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layout got moved!
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With this information, we can render a given Z index for a map quite easily,
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using the new `view-map` binary. It draws the four objects for every cell, and
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gives results like this:
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@@ -52,7 +52,7 @@ var transparent = color.RGBA{0, 0, 0, 0}
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func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
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pic := pixel.MakePictureData(pixel.R(float64(0), float64(0), float64(sprite.Width), float64(sprite.Height)))
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log.Printf("%v %v: width=%v height=%v", name, idx, sprite.Width, sprite.Height)
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//log.Printf("%v %v: width=%v height=%v", name, idx, sprite.Width, sprite.Height)
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for y := 0; y < int(sprite.Height); y++ {
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// Start with all bytes transparent
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@@ -61,7 +61,7 @@ func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
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}
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row := sprite.Rows[y]
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log.Printf("%#v", row)
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//log.Printf("%#v", row)
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pixels := row[0 : len(row)-1] // Strip off the record separator (0x00)
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// Not really clear on what this does yet. Aligned with sprite width in
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@@ -79,7 +79,7 @@ func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
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// Do nothing if we're out of pixels
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if u0 == 0x80 {
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log.Printf("Handling 0x80: %#v", pixels)
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//log.Printf("Handling 0x80: %#v", pixels)
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xOffset = int(pixels[0])
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pixels = pixels[1:len(pixels)]
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@@ -98,10 +98,10 @@ func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
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}
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}
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log.Printf(
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"%v %d: len(row)=%v, len(pixels)=%v sprWidth=%v u0=%v xOffset=%v",
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name, idx, len(row), len(pixels), sprite.Width, u0, xOffset,
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)
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//log.Printf(
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// "%v %d: len(row)=%v, len(pixels)=%v sprWidth=%v u0=%v xOffset=%v",
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// name, idx, len(row), len(pixels), sprite.Width, u0, xOffset,
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//)
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for x, b := range pixels {
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vec := pixel.V(float64(xOffset+x), float64(y))
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@@ -69,8 +69,8 @@ func (h Header) MapSetFilename() string {
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}
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type ObjRef struct {
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AreaByte byte
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FrameAndUnknownByte byte
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AreaByte byte
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SpriteAndFlagByte byte
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}
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// The index into a set palette to retrieve the object
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@@ -78,8 +78,14 @@ func (o ObjRef) Index() int {
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return int(o.AreaByte)
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}
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func (o ObjRef) Frame() int {
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return int(o.FrameAndUnknownByte - 0x80)
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func (o ObjRef) Sprite() int {
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// The top bit seems to be a flag of some kind
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return int(o.SpriteAndFlagByte & 0x7f)
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}
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// The top bit seems to say whether we should draw or not.
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func (o ObjRef) IsActive() bool {
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return (o.SpriteAndFlagByte & 0x80) == 0x80
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}
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type Cell struct {
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@@ -108,19 +114,19 @@ func (c *Cell) At(n int) byte {
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case 3:
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return c.Surface.AreaByte
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case 4:
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return c.Surface.FrameAndUnknownByte
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return c.Surface.SpriteAndFlagByte
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case 5:
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return c.Left.AreaByte
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case 6:
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return c.Left.FrameAndUnknownByte
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return c.Left.SpriteAndFlagByte
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case 7:
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return c.Right.AreaByte
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case 8:
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return c.Right.FrameAndUnknownByte
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return c.Right.SpriteAndFlagByte
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case 9:
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return c.Center.AreaByte
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case 10:
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return c.Center.FrameAndUnknownByte
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return c.Center.SpriteAndFlagByte
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case 11:
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return c.Unknown11
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case 12:
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@@ -139,7 +145,6 @@ func (c *Cell) At(n int) byte {
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// Cells is always a fixed size; use At to get a cell according to x,y,z
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type Cells []Cell
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// FIXME: Ordering may be incorrect? I assume z,y,x for now...
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func (c Cells) At(x, y, z int) Cell {
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return c[(z*MaxLength*MaxWidth)+(y*MaxWidth)+x]
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}
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