Formalise a bit in each cell as an "IsActive()" bit

This commit is contained in:
2018-03-28 01:00:55 +01:00
parent b6dcfafb6d
commit b653c11606
4 changed files with 70 additions and 38 deletions

View File

@@ -2,6 +2,7 @@ package main
import (
"flag"
"fmt"
"log"
"math"
"os"
@@ -112,26 +113,28 @@ func (e *env) run() {
})
}
func (e *env) getSprite(palette []string, ref maps.ObjRef) *conv.Sprite {
func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, error) {
// There seems to be an active bit that hides many sins
if !ref.IsActive() {
return nil, nil
}
if ref.Index() >= len(palette) {
log.Printf("Palette too small: %v requested", ref.Index())
return nil
return nil, fmt.Errorf("Palette too small: %v requested", ref.Index())
}
name := palette[ref.Index()]
obj := e.objects[name]
if obj == nil {
log.Printf("Failed to find surface sprite %#v -> %q", ref, name)
return nil
return nil, fmt.Errorf("Failed to find surface sprite %#v -> %q", ref, name)
}
if ref.Frame() >= len(obj.Sprites) {
log.Printf("Out-of-index sprite %v requested for %v", ref.Frame(), name)
return nil
if ref.Sprite() >= len(obj.Sprites) {
return nil, fmt.Errorf("Out-of-index sprite %v requested for %v", ref.Sprite(), name)
}
return &obj.Sprites[ref.Frame()]
return &obj.Sprites[ref.Sprite()], nil
}
// TODO: build all the sprites in the set into a single spritesheet so we can
@@ -171,14 +174,29 @@ func (s *state) renderCell(x, y, z int, pWin *pixelgl.Window) {
cell := s.env.gameMap.Cells.At(x, y, z)
sprites = append(sprites, s.env.getSprite(s.env.set.Palette, cell.Surface))
if spr, err := s.env.getSprite(s.env.set.Palette, cell.Surface); err != nil {
log.Printf("%v %v %v surface: %v", x, y, z, err)
} else {
sprites = append(sprites, spr)
}
sprites = append(
sprites,
s.env.getSprite(s.env.set.Palette, cell.Center),
s.env.getSprite(s.env.set.Palette, cell.Left),
s.env.getSprite(s.env.set.Palette, cell.Right),
)
if spr, err := s.env.getSprite(s.env.set.Palette, cell.Center); err != nil {
log.Printf("%v %v %v center: %v", x, y, z, err)
} else {
sprites = append(sprites, spr)
}
if spr, err := s.env.getSprite(s.env.set.Palette, cell.Left); err != nil {
log.Printf("%v %v %v left: %v", x, y, z, err)
} else {
sprites = append(sprites, spr)
}
if spr, err := s.env.getSprite(s.env.set.Palette, cell.Right); err != nil {
log.Printf("%v %v %v right: %v", x, y, z, err)
} else {
sprites = append(sprites, spr)
}
// Taking the Z index away *seems* to draw the object in the correct place.
// FIXME: There are some artifacts, investigate more
@@ -227,11 +245,14 @@ func (s *state) handleKeys(pWin *pixelgl.Window) {
// FIXME: this suggests we should pass the next state into here and
// modify it instead
if pWin.JustPressed(pixelgl.MouseButton1) {
cell := s.pixToCell(s.cam.Unproject(pWin.MousePosition()))
if s.zIdx != 0 {
log.Printf("WARNING: z-index not yet taken into account")
}
log.Printf("X=%v Y=%v, zIdx=%v", cell.X, cell.Y, s.zIdx)
pos := s.pixToCell(s.cam.Unproject(pWin.MousePosition()))
cell := s.env.gameMap.Cells.At(int(pos.X), int(pos.Y), s.zIdx)
log.Printf("X=%v Y=%v, zIdx=%v", pos.X, pos.Y, s.zIdx)
log.Printf("Cell=%#v", cell)
}
if pWin.Pressed(pixelgl.KeyLeft) {

View File

@@ -400,15 +400,15 @@ Investigation has so far suggested the following:
* 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]` Object 0 (Surface) Sprite + ???
* `Cell[4]` Object 0 (Surface) Sprite + active flag
* Bottom bits encode the sprite (frame number in the .obj file)
* 0x80 is set too. A flag?
* `Cell[5]` Object 1 (Left) Area (Sets/*.set lookup)
* `Cell[6]` Object 1 (Surface) Sprite + ???
* `Cell[6]` Object 1 (Surface) Sprite + active flag
* `Cell[7]` Object 2 (Right) Area (Sets/*.set lookup)
* `Cell[6]` Object 2 (Right) Sprite + ???
* `Cell[6]` Object 2 (Right) Sprite + active flag
* `Cell[9]` Object 3 (Center) Area (Sets/*.set lookup)
* `Cell[10]` Object 3 (Right) Sprite + ???
* `Cell[10]` Object 3 (Right) Sprite + active flag
* `Cell[11]` all 255?
* `Cell[12]` all 0?
* `Cell[13]` all 0?
@@ -436,6 +436,12 @@ So `CellIdx == 9` points to the center object's Area, looked up in the set file!
It seems the area numbers are absolute indexes into the set, rather than having
a new set of indices for each type.
We have to remove 0x80 from the sprite byte to get a valid reference. This seems
to act as an "active" flag - without it, Chapter01.MAP has a "ghost" of the
template close to the 0,0 boundary. Theory: the devs originally started at 0,0
but then they decided to center smaller maps rather than being there, so the
layout got moved!
With this information, we can render a given Z index for a map quite easily,
using the new `view-map` binary. It draws the four objects for every cell, and
gives results like this:

View File

@@ -52,7 +52,7 @@ var transparent = color.RGBA{0, 0, 0, 0}
func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
pic := pixel.MakePictureData(pixel.R(float64(0), float64(0), float64(sprite.Width), float64(sprite.Height)))
log.Printf("%v %v: width=%v height=%v", name, idx, sprite.Width, sprite.Height)
//log.Printf("%v %v: width=%v height=%v", name, idx, sprite.Width, sprite.Height)
for y := 0; y < int(sprite.Height); y++ {
// Start with all bytes transparent
@@ -61,7 +61,7 @@ func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
}
row := sprite.Rows[y]
log.Printf("%#v", row)
//log.Printf("%#v", row)
pixels := row[0 : len(row)-1] // Strip off the record separator (0x00)
// Not really clear on what this does yet. Aligned with sprite width in
@@ -79,7 +79,7 @@ func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
// Do nothing if we're out of pixels
if u0 == 0x80 {
log.Printf("Handling 0x80: %#v", pixels)
//log.Printf("Handling 0x80: %#v", pixels)
xOffset = int(pixels[0])
pixels = pixels[1:len(pixels)]
@@ -98,10 +98,10 @@ func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
}
}
log.Printf(
"%v %d: len(row)=%v, len(pixels)=%v sprWidth=%v u0=%v xOffset=%v",
name, idx, len(row), len(pixels), sprite.Width, u0, xOffset,
)
//log.Printf(
// "%v %d: len(row)=%v, len(pixels)=%v sprWidth=%v u0=%v xOffset=%v",
// name, idx, len(row), len(pixels), sprite.Width, u0, xOffset,
//)
for x, b := range pixels {
vec := pixel.V(float64(xOffset+x), float64(y))

View File

@@ -69,8 +69,8 @@ func (h Header) MapSetFilename() string {
}
type ObjRef struct {
AreaByte byte
FrameAndUnknownByte byte
AreaByte byte
SpriteAndFlagByte byte
}
// The index into a set palette to retrieve the object
@@ -78,8 +78,14 @@ func (o ObjRef) Index() int {
return int(o.AreaByte)
}
func (o ObjRef) Frame() int {
return int(o.FrameAndUnknownByte - 0x80)
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
}
type Cell struct {
@@ -108,19 +114,19 @@ func (c *Cell) At(n int) byte {
case 3:
return c.Surface.AreaByte
case 4:
return c.Surface.FrameAndUnknownByte
return c.Surface.SpriteAndFlagByte
case 5:
return c.Left.AreaByte
case 6:
return c.Left.FrameAndUnknownByte
return c.Left.SpriteAndFlagByte
case 7:
return c.Right.AreaByte
case 8:
return c.Right.FrameAndUnknownByte
return c.Right.SpriteAndFlagByte
case 9:
return c.Center.AreaByte
case 10:
return c.Center.FrameAndUnknownByte
return c.Center.SpriteAndFlagByte
case 11:
return c.Unknown11
case 12:
@@ -139,7 +145,6 @@ func (c *Cell) At(n int) byte {
// Cells is always a fixed size; use At to get a cell according to x,y,z
type Cells []Cell
// FIXME: Ordering may be incorrect? I assume z,y,x for now...
func (c Cells) At(x, y, z int) Cell {
return c[(z*MaxLength*MaxWidth)+(y*MaxWidth)+x]
}