package main import ( "flag" "fmt" "image" "log" "math" "os" "path/filepath" "github.com/hajimehoshi/ebiten" "code.ur.gs/lupine/ordoor/internal/conv" "code.ur.gs/lupine/ordoor/internal/data" "code.ur.gs/lupine/ordoor/internal/maps" "code.ur.gs/lupine/ordoor/internal/sets" "code.ur.gs/lupine/ordoor/internal/ui" ) var ( gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation") mapFile = flag.String("map", "", "Prefix path to a .map file, e.g. ./orig/Maps/Chapter01.MAP") txtFile = flag.String("txt", "", "Prefix path to a .txt file, e.g. ./orig/Maps/Chapter01.txt") ) type env struct { gameMap *maps.GameMap set *sets.MapSet objects map[string]*conv.Object step int state state lastState state } type state struct { zoom float64 origin image.Point zIdx int } func main() { flag.Parse() if *gamePath == "" || *mapFile == "" || *txtFile == "" { flag.Usage() os.Exit(1) } gameMap, err := maps.LoadGameMapByFiles(*mapFile, *txtFile) if err != nil { log.Fatalf("Couldn't load map file: %v", err) } setFile := filepath.Join(*gamePath, "Sets", gameMap.MapSetFilename()) log.Println(setFile) mapSet, err := sets.LoadSet(setFile) if err != nil { log.Fatalf("Couldn't load set file %s: %v", setFile, err) } objects := make([]*conv.Object, 0, len(mapSet.Palette)) for _, name := range mapSet.Palette { objFile := filepath.Join(*gamePath, "Obj", name+".obj") rawObj, err := data.LoadObject(objFile) if err != nil { log.Fatalf("Failed to load %s: %v", name, err) } rawObj.Name = name obj, err := conv.ConvertObject(rawObj, name) if err != nil { log.Fatal(err) } objects = append(objects, obj) } state := state{ zoom: 1.0, origin: image.Point{0, 3000}, // FIXME: haxxx } env := &env{ gameMap: gameMap, set: mapSet, objects: conv.MapByName(objects), state: state, lastState: state, } win, err := ui.NewWindow("View Map " + *mapFile) if err != nil { log.Fatal("Couldn't create window: %v", err) } // TODO: click to view cell data win.OnKeyUp(ebiten.KeyLeft, env.changeOrigin(-64, +0)) win.OnKeyUp(ebiten.KeyRight, env.changeOrigin(+64, +0)) win.OnKeyUp(ebiten.KeyUp, env.changeOrigin(+0, -64)) win.OnKeyUp(ebiten.KeyDown, env.changeOrigin(+0, +64)) win.OnMouseWheel(env.changeZoom) for i := 0; i <= 6; i++ { win.OnKeyUp(ebiten.Key1+ebiten.Key(i), env.setZIdx(i)) } if err := win.Run(env.Update, env.Draw); err != nil { log.Fatal(err) } } func (e *env) Update() error { if e.step == 0 || e.lastState != e.state { log.Printf("zoom=%.2f zIdx=%v camPos=%#v", e.state.zoom, e.state.zIdx, e.state.origin) } e.lastState = e.state e.step += 1 return nil } 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) { return nil, fmt.Errorf("Palette too small: %v requested", ref.Index()) } name := palette[ref.Index()] obj := e.objects[name] if obj == nil { return nil, fmt.Errorf("Failed to find surface sprite %#v -> %q", ref, name) } 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.Sprite()], nil } func (e *env) Draw(screen *ebiten.Image) error { // Bounds clipping // http://www.java-gaming.org/index.php?topic=24922.0 // https://stackoverflow.com/questions/892811/drawing-isometric-game-worlds // https://gamedev.stackexchange.com/questions/25896/how-do-i-find-which-isometric-tiles-are-inside-the-cameras-current-view sw, sh := screen.Size() topLeftX, topLeftY := pixToCell( float64(e.state.origin.X), float64(e.state.origin.Y), ) topLeftX -= 1 // Otherwise we miss half a cell on alternate rows on the left bottomRightX, bottomRightY := pixToCell( float64(e.state.origin.X+sw), float64(e.state.origin.Y+sh), ) // X+Y is constant for all tiles in a column // X-Y is constant for all tiles in a row for a := int(topLeftX + topLeftY); a <= int(bottomRightX+bottomRightY); a++ { for b := int(topLeftX - topLeftY); b <= int(bottomRightX-bottomRightY); b++ { if b&1 != a&1 { continue } x := (a + b) / 2 y := (a - b) / 2 if x < int(e.gameMap.MinWidth) || x >= int(e.gameMap.MaxWidth) || y < int(e.gameMap.MinLength) || y >= int(e.gameMap.MaxLength) { continue } for z := 0; z <= e.state.zIdx; z++ { e.renderCell(x, y, z, screen) } } } return nil } func (e *env) renderCell(x, y, z int, screen *ebiten.Image) error { var sprites []*conv.Sprite cell := e.gameMap.Cells.At(x, y, z) if spr, err := e.getSprite(e.set.Palette, cell.Surface); err != nil { log.Printf("%v %v %v surface: %v", x, y, z, err) } else if spr != nil { sprites = append(sprites, spr) } if spr, err := e.getSprite(e.set.Palette, cell.Center); err != nil { log.Printf("%v %v %v center: %v", x, y, z, err) } else if spr != nil { sprites = append(sprites, spr) } if spr, err := e.getSprite(e.set.Palette, cell.Left); err != nil { log.Printf("%v %v %v left: %v", x, y, z, err) } else if spr != nil { sprites = append(sprites, spr) } if spr, err := e.getSprite(e.set.Palette, cell.Right); err != nil { log.Printf("%v %v %v right: %v", x, y, z, err) } else if spr != nil { sprites = append(sprites, spr) } iso := ebiten.GeoM{} iso.Translate(-float64(e.state.origin.X), -float64(e.state.origin.Y)) fx, fy := cellToPix(float64(x), float64(y)) iso.Translate(fx, fy) // Taking the Z index away *seems* to draw the object in the correct place. // FIXME: There are some artifacts, investigate more iso.Translate(0.0, -float64(z*48.0)) // offset for Z index // TODO: iso.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor for _, sprite := range sprites { if err := screen.DrawImage(sprite.Image, &ebiten.DrawImageOptions{GeoM: iso}); err != nil { return err } } return nil } func (e *env) changeOrigin(byX, byY int) func() { return func() { e.state.origin.X += byX e.state.origin.Y += byY } } func (e *env) changeZoom(_, y float64) { // Zoom in and out with the mouse wheel e.state.zoom *= math.Pow(1.2, y) } func (e *env) setZIdx(to int) func() { return func() { e.state.zIdx = to } } const ( cellWidth = 64 cellHeight = 64 ) // Doesn't take the camera or Z level into account func cellToPix(x, y float64) (float64, float64) { return (x - y) * cellWidth, (x + y) * cellHeight / 2.0 } // Doesn't take the camera or Z level into account func pixToCell(x, y float64) (float64, float64) { return y/cellHeight + x/(cellWidth*2.0), y/cellHeight - x/(cellWidth*2.0) }