Compare commits
2 Commits
soldiers-a
...
f971ba320c
Author | SHA1 | Date | |
---|---|---|---|
f971ba320c | |||
cf624cc77b |
@@ -139,16 +139,15 @@ func loadMapsFrom(mapsPath string) {
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}
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log.Printf("Maps in %s:", mapsPath)
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for key, gameMap := range gameMaps {
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rect := gameMap.Rect()
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hdr := gameMap.Header
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for key, gm := range gameMaps {
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rect := gm.Rect()
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fmt.Printf(
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" * `%s`: IsCampaignMap=%v W=%v:%v L=%v:%v SetName=%s\n",
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key,
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hdr.IsCampaignMap,
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gm.IsCampaignMap,
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rect.Min.X, rect.Max.X,
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rect.Min.Y, rect.Max.Y,
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string(hdr.SetName[:]),
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string(gm.SetName),
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)
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}
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}
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@@ -181,8 +181,8 @@ func (e *env) Draw(screen *ebiten.Image) error {
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for y := int(rect.Min.Y); y < int(rect.Max.Y); y++ {
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for x := int(rect.Min.X); x < int(rect.Max.X); x++ {
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cell := gameMap.Cells.At(x, y, int(e.state.zIdx))
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imd.Set(x, y, makeColour(&cell, e.state.cellIdx))
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cell := gameMap.At(x, y, int(e.state.zIdx))
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imd.Set(x, y, makeColour(cell, e.state.cellIdx))
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}
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}
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@@ -598,7 +598,8 @@ Ignoring them for now, here's a first guess at a header:
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| 24 | 2 | ??? - varies. Seems related to character/squad position? |
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| 26 | 2 | ??? - invariant `00 04` |
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| 28 | 4 | ??? - varies (0 vs 5) |
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| 32 | 4 | Number of thingies (26 vs 1) |
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| 32 | 1 | Number of thingies |
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| 33 | 3 | ???. With a Lord of Change on the map, only one byte works as thingies count |
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| 36 | 20 | Padding? |
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56 bytes of data is interesting because the value of that first, ignored byte is
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@@ -625,7 +626,78 @@ Generating a map with no characters at all, the trailer is 2,447 bytes, and the
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mission title starts at 0x3B (59). So we can say we have 20 bytes of padding as
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a first approximation?
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The "trailer trailer", for want of a better term, seems to be organised as:
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Here's where we're at with the per-character data, going from the padding values
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suggested above:
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| Offset | Size | Meaning |
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| ------ | ---- | ------- |
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| 0 | 179 | ??? |
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| 179 | 80 | Character name |
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| 259 | 10 | Character attributes |
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| 269 | 495 | ??? |
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| 764 | 1(?) | Squad number? |
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| 765 | 927 | ??? |
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There's still a lot of bytes to dig through, but this allows me to load the
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character names from Chapter01 correctly, with the exception of record 57 which
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just contains `\x02` and is then null-terminated all the way through. Looking
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at the bytes for one character record, I can easily correlate certain bytes to
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various attributes; that's just done in code for the moment.
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Given two characters of the same time, just in different locations, differing
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values are seen at:
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* `0x103 - 0x10c` (hodgepodge)
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* `0x178 - 0x1be` (hodgepodge)
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* `0x2fc` (0, 1) - squad number?
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In Chapter01, picking a random character (Gorgon) and looking at his squadmates,
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they are all in the same squad, and no other characters are in that squad, so it
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looks pretty diagnostic to me. There's nothing in the UI to indicate the squad,
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though.
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Now let's look for position. In my 2-character map, they're at 65,50 and 70,55.
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Within a character, I see those numbers repeated twice - around `0x1b{9,a}` and
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`0x1b{d,e}`.
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Characters don't seem to take up multiple x,y squares, but they *can* take up
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multiple Z levels. So maybe this is a bounding box of some kind?
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Adding a (tall) Lord of Change to the map gave me `02 36 45 00 02 37 45`, which
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doesn't quite match what my eyes are telling me for Z,Y,X. In addition, the data
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immediately after this offset changed into a large number of coordinate-like
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sets of values - far too many for it to actually be a bounding box. However, the
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first one remains good as a position specifier.
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Down in `0x679` (Chaos Sorcerer) or `0x68D` (Lord of Change), the map coords for
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the *other* character appears, which is downright odd. For now, just use the
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first-indexed value.
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How about their types? We need to be able to work out which animations to show,
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so they must be uniquely identified somehow. Ultramarine captain is animation
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group 12, while chaos lord is group... 14? Not certain. I don't see either of
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those numbers in a promising spot, anyway.
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I do see differences at around `0x170`:
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```
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Ultramarine Captain: 00 00 00 00 00 00 00 00 50 03 00 00 00 00 00 00
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Chaos Lord: 00 00 00 00 11 01 00 00 47 03 00 04 00 00 02 00
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```
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Maybe they're somewhat relevant, it's hard to say.
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Thingies next: these aren't decoded at all yet, and the sizes seem to be
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variable.
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| Offset | Size | Meaning |
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| ------ | ---- | ------- |
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| | | |
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Finally, the "trailer trailer", for want of a better term, seems to be organised
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as:
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| Offset | Size | Meaning |
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| ----- | ---- | ------- |
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@@ -633,6 +705,8 @@ The "trailer trailer", for want of a better term, seems to be organised as:
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| 255 | 2048 | Briefing |
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| 2304 | 85 | ??? - each byte is 1 or 0. Spaced so it may be partly uint32 |
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This duplicates the information found in the `.TXT` files. No idea what the end
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data is yet.
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## Soldiers At War
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3
go.mod
3
go.mod
@@ -8,7 +8,9 @@ require (
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github.com/hajimehoshi/ebiten v1.11.1
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github.com/jfreymuth/oggvorbis v1.0.1 // indirect
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github.com/kr/text v0.2.0 // indirect
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github.com/lunixbochs/struc v0.0.0-20200521075829-a4cb8d33dbbe
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github.com/niemeyer/pretty v0.0.0-20200227124842-a10e7caefd8e // indirect
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github.com/pkg/errors v0.9.1 // indirect
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github.com/samuel/go-pcx v0.0.0-20180426214139-d9c017170db4
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github.com/stretchr/testify v1.5.1
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golang.org/x/exp v0.0.0-20200331195152-e8c3332aa8e5 // indirect
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@@ -16,4 +18,5 @@ require (
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golang.org/x/mobile v0.0.0-20200329125638-4c31acba0007 // indirect
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golang.org/x/sys v0.0.0-20200413165638-669c56c373c4 // indirect
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gopkg.in/check.v1 v1.0.0-20200227125254-8fa46927fb4f // indirect
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gopkg.in/restruct.v1 v1.0.0-20190323193435-3c2afb705f3c
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)
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|
6
go.sum
6
go.sum
@@ -40,9 +40,13 @@ github.com/kr/text v0.1.0 h1:45sCR5RtlFHMR4UwH9sdQ5TC8v0qDQCHnXt+kaKSTVE=
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github.com/kr/text v0.1.0/go.mod h1:4Jbv+DJW3UT/LiOwJeYQe1efqtUx/iVham/4vfdArNI=
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github.com/kr/text v0.2.0 h1:5Nx0Ya0ZqY2ygV366QzturHI13Jq95ApcVaJBhpS+AY=
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github.com/kr/text v0.2.0/go.mod h1:eLer722TekiGuMkidMxC/pM04lWEeraHUUmBw8l2grE=
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github.com/lunixbochs/struc v0.0.0-20200521075829-a4cb8d33dbbe h1:ewr1srjRCmcQogPQ/NCx6XCk6LGVmsVCc9Y3vvPZj+Y=
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github.com/lunixbochs/struc v0.0.0-20200521075829-a4cb8d33dbbe/go.mod h1:vy1vK6wD6j7xX6O6hXe621WabdtNkou2h7uRtTfRMyg=
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github.com/niemeyer/pretty v0.0.0-20200227124842-a10e7caefd8e h1:fD57ERR4JtEqsWbfPhv4DMiApHyliiK5xCTNVSPiaAs=
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github.com/niemeyer/pretty v0.0.0-20200227124842-a10e7caefd8e/go.mod h1:zD1mROLANZcx1PVRCS0qkT7pwLkGfwJo4zjcN/Tysno=
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github.com/pkg/browser v0.0.0-20180916011732-0a3d74bf9ce4/go.mod h1:4OwLy04Bl9Ef3GJJCoec+30X3LQs/0/m4HFRt/2LUSA=
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github.com/pkg/errors v0.9.1 h1:FEBLx1zS214owpjy7qsBeixbURkuhQAwrK5UwLGTwt4=
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github.com/pkg/errors v0.9.1/go.mod h1:bwawxfHBFNV+L2hUp1rHADufV3IMtnDRdf1r5NINEl0=
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github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
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github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4=
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github.com/samuel/go-pcx v0.0.0-20180426214139-d9c017170db4 h1:Y/KOCu+ZLB730PudefxfsKVjtI0m0RhvFk9a0l4O1+c=
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@@ -107,5 +111,7 @@ gopkg.in/check.v1 v1.0.0-20190902080502-41f04d3bba15 h1:YR8cESwS4TdDjEe65xsg0ogR
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gopkg.in/check.v1 v1.0.0-20190902080502-41f04d3bba15/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0=
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gopkg.in/check.v1 v1.0.0-20200227125254-8fa46927fb4f h1:BLraFXnmrev5lT+xlilqcH8XK9/i0At2xKjWk4p6zsU=
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gopkg.in/check.v1 v1.0.0-20200227125254-8fa46927fb4f/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0=
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gopkg.in/restruct.v1 v1.0.0-20190323193435-3c2afb705f3c h1:7j7Yy/3gedviEts3jKY0bEruQkTFKh+8pDmEFaM6UBc=
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gopkg.in/restruct.v1 v1.0.0-20190323193435-3c2afb705f3c/go.mod h1:WJaLhyHHEQFOgwIxu/SJxvUHJA18glYsMETBTMIySTY=
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gopkg.in/yaml.v2 v2.2.2 h1:ZCJp+EgiOT7lHqUV2J862kp8Qj64Jo6az82+3Td9dZw=
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gopkg.in/yaml.v2 v2.2.2/go.mod h1:hI93XBmqTisBFMUTm0b8Fm+jr3Dg1NNxqwp+5A1VGuI=
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|
@@ -74,8 +74,8 @@ func (m *Map) LoadSprites() error {
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}
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// FIXME: get rid of this
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func (m *Map) Cell(x, y, z int) maps.Cell {
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return m.raw.Cells.At(x, y, z)
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func (m *Map) Cell(x, y, z int) *maps.Cell {
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return m.raw.At(x, y, z)
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}
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// SpritesForCell returns the sprites needed to correctly render this cell.
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@@ -102,5 +102,21 @@ func (m *Map) SpritesForCell(x, y, z int) ([]*Sprite, error) {
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sprites = append(sprites, sprite)
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}
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// FIXME: this just marks character positions with sprite 19 for now.
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specialsObj, err := m.assets.Object("specials")
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if err != nil {
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return nil, err
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}
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chrSpr, err := specialsObj.Sprite(19)
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if err != nil {
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return nil, err
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}
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for _, chr := range m.raw.Characters {
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if chr.XPos == x && chr.YPos == y && z == 1 { // FIXME: sort out ZPos
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sprites = append(sprites, chrSpr)
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}
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}
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return sprites, nil
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}
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|
@@ -6,12 +6,12 @@ import (
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"encoding/binary"
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"fmt"
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"image"
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"io"
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"io/ioutil"
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"log"
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"os"
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"path/filepath"
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"strings"
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"github.com/lunixbochs/struc"
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)
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var (
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@@ -31,93 +31,128 @@ const (
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cellCount = MaxHeight * MaxLength * MaxWidth
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)
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type Header struct {
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IsCampaignMap uint32 // Tentatively: 0 = no, 1 = yes
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MinWidth uint32
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MinLength uint32
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MaxWidth uint32
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MaxLength uint32
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Unknown1 uint32
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Unknown2 uint32
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Unknown3 uint32
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Unknown4 uint32
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Magic [8]byte // "\x08\x00WHMAP\x00"
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Unknown5 uint32
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Unknown6 uint32
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SetName [8]byte // Links to a filename in `/Sets/*.set`
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// Need to investigate the rest of the header too
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type GameMap struct {
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// Main Header
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IsCampaignMap bool `struc:"uint32"` // Tentatively: 0 = no, 1 = yes
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MinWidth int `struc:"uint32"`
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MinLength int `struc:"uint32"`
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MaxWidth int `struc:"uint32"`
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MaxLength int `struc:"uint32"`
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Unknown1 int `struc:"uint32"`
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Unknown2 int `struc:"uint32"`
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Unknown3 int `struc:"uint32"`
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Unknown4 int `struc:"uint32"`
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Magic []byte `struc:"[8]byte"` // "\x08\x00WHMAP\x00"
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Unknown5 int `struc:"uint32"`
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Unknown6 int `struc:"uint32"`
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SetName string `struc:"[8]byte"` // Links to a filename in `/Sets/*.set`
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Padding []byte `struc:"[212]byte"`
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// Per-cell data
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NumCells int `struc:"skip"` // FIXME: We can't use []Cell below without this field
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Cells []Cell `struc:"[]Cell,sizefrom=NumCells"`
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// Trailer header
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Discard1 [3]byte `struc:"[3]byte"` // First byte is size of trailer header?
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TrailerMaxWidth int `struc:"uint32"`
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TrailerMaxLength int `struc:"uint32"`
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TrailerMinWidth int `struc:"uint32"`
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TrailerMinLength int `struc:"uint32"`
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NumCharacters int `struc:"uint32"`
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TrailerUnknown1 int `struc:"uint32"`
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TrailerUnknown2 int `struc:"uint16"`
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TrailerUnknown3 int `struc:"uint16"`
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TrailerUnknown4 int `struc:"uint32"`
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NumThingies int `struc:"byte"`
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TrailerUnknown5 []byte `struc:"[3]byte"`
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Padding1 []byte `struc:"[20]byte"`
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// FIXME: The rest is trash until Character & Thingy are worked out
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Characters []Character `struc:"[]Character,sizefrom=NumCharacters"`
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Thingies []Thingy `struc:"[]Thingy,sizefrom=NumThingies"`
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Title string `struc:"[255]byte"`
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Briefing string `struc:"[2048]byte"`
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// Maybe? each contains either 0 or 1? Hard to say
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TrailerUnknown6 []byte `struc:"[85]byte"`
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}
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type TrailerHeader struct {
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Discard1 [3]byte // No idea what this lot is
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MaxWidth uint32
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MaxLength uint32
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MinWidth uint32
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MinLength uint32
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NumCharacters uint32
|
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Unknown1 uint32
|
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Unknown2 uint16
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Unknown3 uint16
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Unknown4 uint32
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NumThingies uint32
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Padding1 [20]byte
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}
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type TrailerTrailer struct {
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Title [255]byte
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Briefing [2048]byte
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Unknown1 [85]uint8 // Maybe? each contains either 0 or 1? Hard to say
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type Cell struct {
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DoorAndCanisterRelated byte `struc:"byte"`
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DoorLockAndReactorRelated byte `struc:"byte"`
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Unknown2 byte `struc:"byte"`
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Surface ObjRef
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Left ObjRef
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Right ObjRef
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Center ObjRef
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Unknown11 byte `struc:"byte"`
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Unknown12 byte `struc:"byte"`
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Unknown13 byte `struc:"byte"`
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Unknown14 byte `struc:"byte"`
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SquadRelated byte `struc:"byte"`
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}
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type Character struct {
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Unknown1 uint32
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Unknown1 []byte `struc:"[179]byte"`
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Name string `struc:"[80]byte"`
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// Attributes guessed by matching up numbers. Starts at 0x103
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WeaponSkill int `struc:"byte"`
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BallisticSkill int `struc:"byte"`
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Unknown2 byte `struc:"byte"`
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Leadership int `struc:"byte"`
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Toughness int `struc:"byte"`
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Strength int `struc:"byte"`
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ActionPoints int `struc:"byte"`
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Unknown3 byte `struc:"byte"`
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Unknown4 byte `struc:"byte"`
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Health int `struc:"byte"`
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Unknown5 []byte `struc:"[91]byte"`
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Armor int `struc:"byte"`
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Unknown6 []byte `struc:"[84]byte"`
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YPos int `struc:"byte"` // These are actually much more complicated
|
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XPos int `struc:"byte"`
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Unknown7 []byte `struc:"[317]byte"`
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SquadNumber byte `struc:"byte"`
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Unknown8 []byte `struc:"[927]byte"`
|
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// TODO: each character may have a fixed number of subrecords for inventory
|
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}
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|
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type Characters []Character
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|
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// TODO. These are triggers/reactors/etc.
|
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type Thingy struct {}
|
||||
type Thingy struct {
|
||||
Unknown1 int `struc:"uint32"`
|
||||
}
|
||||
|
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type Thingies []Thingy
|
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|
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func (h Header) Width() int {
|
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return int(h.MaxWidth - h.MinWidth)
|
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func (g *GameMap) MapSetName() string {
|
||||
return g.SetName
|
||||
}
|
||||
|
||||
func (h Header) Length() int {
|
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return int(h.MaxLength - h.MinLength)
|
||||
}
|
||||
|
||||
func (h Header) Height() int {
|
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return MaxHeight
|
||||
}
|
||||
|
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func (h Header) MapSetName() 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
|
||||
}
|
||||
|
||||
return string(h.SetName[0:idx:idx])
|
||||
}
|
||||
|
||||
func (h Header) MapSetFilename() string {
|
||||
return h.MapSetName() + ".set"
|
||||
func (g *GameMap) MapSetFilename() string {
|
||||
return g.MapSetName() + ".set"
|
||||
}
|
||||
|
||||
type ObjRef struct {
|
||||
AreaByte byte
|
||||
SpriteAndFlagByte byte
|
||||
AreaByte byte `struc:"byte"`
|
||||
SpriteAndFlagByte byte `struc:"byte"`
|
||||
}
|
||||
|
||||
// The index into a set palette to retrieve the object
|
||||
func (o ObjRef) Index() int {
|
||||
func (o *ObjRef) Index() int {
|
||||
return int(o.AreaByte)
|
||||
}
|
||||
|
||||
func (o ObjRef) Sprite() int {
|
||||
func (o *ObjRef) Sprite() int {
|
||||
// The top bit seems to be a flag of some kind
|
||||
return int(o.SpriteAndFlagByte & 0x7f)
|
||||
}
|
||||
@@ -127,21 +162,6 @@ func (o ObjRef) IsActive() bool {
|
||||
return (o.SpriteAndFlagByte & 0x80) == 0x80
|
||||
}
|
||||
|
||||
type Cell struct {
|
||||
DoorAndCanisterRelated byte
|
||||
DoorLockAndReactorRelated byte
|
||||
Unknown2 byte
|
||||
Surface ObjRef
|
||||
Left ObjRef
|
||||
Right ObjRef
|
||||
Center ObjRef
|
||||
Unknown11 byte
|
||||
Unknown12 byte
|
||||
Unknown13 byte
|
||||
Unknown14 byte
|
||||
SquadRelated byte
|
||||
}
|
||||
|
||||
func (c *Cell) At(n int) byte {
|
||||
switch n {
|
||||
case 0:
|
||||
@@ -181,46 +201,26 @@ func (c *Cell) At(n int) byte {
|
||||
return 0
|
||||
}
|
||||
|
||||
// Cells is always a fixed size; use At to get a cell according to x,y,z
|
||||
type Cells []Cell
|
||||
|
||||
func (c Cells) At(x, y, z int) Cell {
|
||||
return c[(z*MaxLength*MaxWidth)+(y*MaxWidth)+x]
|
||||
func (g *GameMap) At(x, y, z int) *Cell {
|
||||
return &g.Cells[(z*MaxLength*MaxWidth)+(y*MaxWidth)+x]
|
||||
}
|
||||
|
||||
func (h Header) Check() []error {
|
||||
var out []error
|
||||
if h.IsCampaignMap > 1 {
|
||||
out = append(out, fmt.Errorf("Expected 0 or 1 for IsCampaignMap, got %v", h.IsCampaignMap))
|
||||
func (g *GameMap) Check() error {
|
||||
if bytes.Compare(expectedMagic, g.Magic) != 0 {
|
||||
return fmt.Errorf("Unexpected magic value: %v", g.Magic)
|
||||
}
|
||||
|
||||
if bytes.Compare(expectedMagic, h.Magic[:]) != 0 {
|
||||
out = append(out, fmt.Errorf("Unexpected magic value: %v", h.Magic))
|
||||
}
|
||||
// TODO: other consistency checks
|
||||
|
||||
return out
|
||||
}
|
||||
|
||||
type GameMap struct {
|
||||
Header
|
||||
Cells
|
||||
TrailerHeader
|
||||
Characters
|
||||
Thingies
|
||||
TrailerTrailer
|
||||
|
||||
// TODO: parse this into sections. This is the text that comes from the
|
||||
// .TXT file. Maybe we don't need it at all since it should be duplicated in
|
||||
// the trailer.
|
||||
Text string
|
||||
return nil
|
||||
}
|
||||
|
||||
func (m *GameMap) Rect() image.Rectangle {
|
||||
return image.Rect(
|
||||
int(m.Header.MinWidth),
|
||||
int(m.Header.MinLength),
|
||||
int(m.Header.MaxWidth),
|
||||
int(m.Header.MaxLength),
|
||||
int(m.MinWidth),
|
||||
int(m.MinLength),
|
||||
int(m.MaxWidth),
|
||||
int(m.MaxLength),
|
||||
)
|
||||
}
|
||||
|
||||
@@ -243,23 +243,17 @@ func LoadGameMap(prefix string) (*GameMap, error) {
|
||||
return nil, fmt.Errorf("Couldn't find %s.{map,txt}, even ignoring case", prefix)
|
||||
}
|
||||
|
||||
// A game map is composed of two files: .map and .txt
|
||||
// A game map is composed of two files: .map and .txt. We ignore the text file,
|
||||
// since the content is replicated in the map file.
|
||||
func LoadGameMapByFiles(mapFile, txtFile string) (*GameMap, error) {
|
||||
out, err := loadMapFile(mapFile)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
// TODO: load text and parse into sections
|
||||
txt, err := ioutil.ReadFile(txtFile)
|
||||
if err != nil {
|
||||
if err := out.Check(); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
out.Text = string(txt)
|
||||
|
||||
for _, err := range out.Check() {
|
||||
log.Printf("%s: %v", mapFile, err)
|
||||
}
|
||||
|
||||
return out, nil
|
||||
}
|
||||
@@ -297,6 +291,7 @@ func LoadGameMaps(dir string) (map[string]*GameMap, error) {
|
||||
|
||||
func loadMapFile(filename string) (*GameMap, error) {
|
||||
var out GameMap
|
||||
out.NumCells = cellCount
|
||||
|
||||
mf, err := os.Open(filename)
|
||||
if err != nil {
|
||||
@@ -312,52 +307,43 @@ func loadMapFile(filename string) (*GameMap, error) {
|
||||
|
||||
defer zr.Close()
|
||||
|
||||
if err := binary.Read(zr, binary.LittleEndian, &out.Header); err != nil {
|
||||
return nil, fmt.Errorf("Error parsing %s: %v", filename, err)
|
||||
}
|
||||
|
||||
// no gzip.SeekReader, so discard unread header bytes for now
|
||||
discardSize := int64(cellDataOffset - binary.Size(&out.Header))
|
||||
if _, err := io.CopyN(ioutil.Discard, zr, discardSize); err != nil {
|
||||
if err := struc.UnpackWithOrder(zr, &out, binary.LittleEndian); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
out.Cells = make(Cells, cellCount)
|
||||
if err := binary.Read(zr, binary.LittleEndian, &out.Cells); err != nil {
|
||||
return nil, fmt.Errorf("Error parsing cells for %s: %v", filename, err)
|
||||
// Trim any trailing nulls off of the strings
|
||||
nullTerminate(&out.SetName)
|
||||
nullTerminate(&out.Title)
|
||||
nullTerminate(&out.Briefing)
|
||||
|
||||
for i, chr := range out.Characters {
|
||||
nullTerminate(&chr.Name)
|
||||
fmt.Printf("Character %v: %s\n", i, chr.String())
|
||||
}
|
||||
|
||||
if err := binary.Read(zr, binary.LittleEndian, &out.TrailerHeader); err != nil {
|
||||
return nil, fmt.Errorf("Error parsing trailer header for %s: %v", filename, err)
|
||||
}
|
||||
fmt.Printf("Mission Title: %q\n", out.Title)
|
||||
fmt.Printf("Mission Briefing: %q\n", out.Briefing)
|
||||
|
||||
log.Printf("Trailer Header: %#+v", out.TrailerHeader)
|
||||
/*
|
||||
// TODO: until we know how large each character record should be, we can't read this lot
|
||||
|
||||
out.Characters = make(Characters, int(out.TrailerHeader.NumCharacters))
|
||||
if err := binary.Read(zr, binary.LittleEndian, &out.Characters); err != nil {
|
||||
return nil, fmt.Errorf("Error parsing characters for %s: %v", filename, err)
|
||||
}
|
||||
|
||||
out.Thingies = make(Thingies, int(out.TrailerHeader.NumThingies))
|
||||
if err := binary.Read(zr, binary.LittleEndian, &out.Thingies); err != nil {
|
||||
return nil, fmt.Errorf("Error parsing thingies for %s: %v", filename, err)
|
||||
}
|
||||
|
||||
if err := binary.Read(zr, binary.LittleEndian, &out.TrailerTrailer); err != nil {
|
||||
return nil, fmt.Errorf("Error parsing trailer trailer for %s: %v", filename, err)
|
||||
}
|
||||
log.Printf("Trailer Trailer: %s", out.TrailerTrailer.String())
|
||||
*/
|
||||
return &out, nil
|
||||
}
|
||||
|
||||
func (t *TrailerTrailer) String() string {
|
||||
func nullTerminate(s *string) {
|
||||
sCpy := *s
|
||||
idx := strings.Index(sCpy, "\x00")
|
||||
if idx < 0 {
|
||||
return
|
||||
}
|
||||
|
||||
*s = sCpy[0:idx]
|
||||
}
|
||||
|
||||
func (c *Character) String() string {
|
||||
return fmt.Sprintf(
|
||||
"title=%q briefing=%q rest=%#+v",
|
||||
strings.TrimRight(string(t.Title[:]), "\x00"),
|
||||
strings.TrimRight(string(t.Briefing[:]), "\x00"),
|
||||
t.Unknown1,
|
||||
"squad=%v pos=(%v,%v) name=%q\n\t%3d %3d %3d %3d %3d\n\t%3d %3d ??? ??? %3d\n",
|
||||
c.SquadNumber,
|
||||
c.XPos, c.YPos,
|
||||
c.Name,
|
||||
c.ActionPoints, c.Health, c.Armor, c.BallisticSkill, c.WeaponSkill,
|
||||
c.Strength, c.Toughness /*c.Initiative, c.Attacks,*/, c.Leadership,
|
||||
)
|
||||
}
|
||||
|
@@ -9,7 +9,7 @@ type CellPoint struct {
|
||||
Z int
|
||||
}
|
||||
|
||||
func (s *Scenario) CellAtCursor() (maps.Cell, CellPoint) {
|
||||
func (s *Scenario) CellAtCursor() (*maps.Cell, CellPoint) {
|
||||
cell := s.area.Cell(int(s.selectedCell.X), int(s.selectedCell.Y), 0)
|
||||
return cell, CellPoint{IsoPt: s.selectedCell, Z: 0}
|
||||
}
|
||||
|
Reference in New Issue
Block a user