# Ordoor Portmanteau of Order Door, a remake project for Warhammer 40,000: Chaos Gate, the game from 1998. **You must have a copy of the original game data to use this project** No game yet, nothing even close. I'm in the very early stages of trying to understand the various file formats. Until then, you can play WH40K: Chaos Gate in a WinXP VM, disconnected from the internet. It doesn't need 3D rendering! WH40K.exe is the existing game engine, and WH40K_TD.exe is the map editor. Allows things to be saved as .MAP or as .SMF ("Super Macro File"). ## Building from source I'm writing code in Go at the moment, so you'll need to have a Go runtime installed on your system: ``` $ go version go version go1.10 linux/amd64 ``` Clone the source tree to `$GOPATH/src/ur.gs/ordoor`. You can then run `make all` to get the binaries that exist at present. They're not very interesting :D. Place your WH40K: Chaos Gate installation in `./orig` to benefit from automatic path defaults. Otherwise, point to it with `-game-path` The `view-map` binary attempts to render a map, and is the current focus of effort. Once I can render a whole map, including pre-placed characters (cultist scum), things can start to get more interesting. To run: ``` $ make view-map $ ./view-map -map orig/Maps/Chapter01.MAP -text orig/Maps/Chapter01.TXT ``` Use the arrow keys to scroll around the map, the mouse wheel to zoom, and the `1` - `7` keys to change Z level. Unlike the game, currently I only render the Z level you're actually on. Dependency management uses `govendor`. Unless you're contributing code you shouldn't have to worry about it. `dep` bug https://github.com/golang/dep/issues/1725 means I can't use it. ## Miscellany "Mission Setup" includes information about available squad types From EquipDef.cpp Dumo: CEquipment we learn the following object types: 0. DELETED 1. WEAPON 2. GRENADE 3. MEDIPACK 4. SCANNER 5. GENESEED 6. CLIP 7. DOOR KEY 8. DOOR KEY 9. DOOR KEY 10. DOOR KEY And we learn they can be "on".... 0. CHARACTER 1. VEHICLE 2. CANISTER Hypothesis: Idx/WarHammer.idx points objects into bitmap data in Anim/WarHammer.ani We can use WH40K_TD.exe and investigate reads of .idx followed by reads of .ani to test this. WH40K_TD.exe opens files in this order: 1. Data/USEng.dta 1. WH40K_TD.exe (?) 1. Cursor/Cursors.cur 1. pread64(fd, 23, 0) = 23 1. _llseek(fd, 0, [0], SEEK_CUR) = 0 1. _llseek(fd, 0, [0], SEEK_CUR) = 0 1. _llseek(fd, 40666, [40666], SEEK_SET) = 0 1. _llseek(fd, 0, [0], SEEK_SET) = 0 1. close(fd) = 0 1. read(fd, "\x26\x00\x00\x00\x20\x00\x00\x00\x30\x01\x00\x00\x50\x01\x00\x00\x8a\x9d\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00", 32) = 32 1. (...) 1. _llseek(15, 39868, [39868], SEEK_SET) = 0 1. read(15, "...", 798) = 798 1. (some statting of Idx/WarHammer.idx, no reading that I saw) 1. Anim/WarHammer.ani 1. read(15, "...", 32) = 32 1. (some clones of child procs, I didn't follow them) 1. Sounds/wh40k.ds 1. pread64(31, "...", 23, 0) = 23 1. read(31, "...", 417792) = 417792 1. read(31, "...", 4096) = 4096 1. Data/Sounds.dat 1. pread64(34, "#**********************", 23, 0) = 23 1. ... 1. Pic/wh40k.pcx 1. read(34, "...", 168509) = 168509 1. Sets/* 1. (lots of statting these) 1. Data/Randchar.dat 1. pread64(34, "#**********************", 23, 0) = 23 1. read(34, "#***************************************************************"..., 4096) = 4096 1. ... 1. Data/WeapDef.dat 1. pread64(35, "#**********************", 23, 0) = 23 1. read(35, "#***************************************************************"..., 4096) = 4096 1. ... 1. Data/SpellDef.dat 1. pread64(35, "#**********************", 23, 0) = 23 1. read(35, "#***************************************************************"..., 4096) = 4096 1. ... 1. Data/AniObDef.dat 1. pread64(35, "# ******** ANIMATED OBJ", 23, 0) = 23 1. read(35, "# ******** ANIMATED OBJECT DEFINITIONS **************\r\n#\t\t0 : **"..., 4096) = 4096 1. ... 1. Data/VehicDef.dat 1. pread64(35, "# ******** VEHICLE DEFI", 23, 0) = 23 1. read(35, "# ******** VEHICLE DEFINITIONS **************\r\n#\t\t0 : *** VEHICL"..., 4096) = 4096 1. ... 1. Data/StdWeap.dat 1. pread64(35, "# ******** SQUAD STANDA", 23, 0) = 23 1. read(35, "# ******** SQUAD STANDARD WEAPONS **************\r\n#\t\t0 : *** SQU"..., 4096) = 4096 1. ... 1. Data/Ultnames.dat 1. Data/Chanames.dat 1. Data/keymap.dta 1. Filters/wh40k.flt 1. _llseek(35, 0, [0], SEEK_SET) = 0 1. read(35, "\x01\x00\x00\x00", 4) = 4 1. _llseek(35, 4, [4], SEEK_SET) = 0 1. read(35, "...", 72) = 72 1. _llseek(35, 1444, [1444], SEEK_SET) = 0 1. read(35, "...", 327680) = 327680 1. Misc/occlusio.lis 1. pread64(35, "62 # Number of Absol", 23, 0) = 23 1. read(35, "62 # Number of Absolute Deltas.\r\n # These Deltas are off"..., 4096) = 982 1. read(35, "", 3114) = 0 1. Data/GDestroy.dat 1. (stat Obj/destroy.obj) 1. Data/minimap.dat 1. Misc/occlusio.list 1. Obj/specials.obj 1. Obj/Man_Shadow.obj 1. Sets/map01.set 1. Data/Defs.dat 1. [`Assign/jungtil.asn`](docs/formats/obj.md#assign) 1. [`Obj/jungtil.obj`](docs/formats/obj.md) 1. (more assign + obj pairs) 1. Data/Cycle.cyc