Files
ordoor/cmd/loader/main.go

131 lines
3.5 KiB
Go

package main
import (
"flag"
"fmt"
"log"
"path/filepath"
"ur.gs/chaos-gate/internal/data"
"ur.gs/chaos-gate/internal/maps"
"ur.gs/chaos-gate/internal/sets"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
)
func main() {
flag.Parse()
loadData()
loadObj()
loadMapsFrom("Maps")
loadMapsFrom("MultiMaps")
loadSets()
}
func loadData() {
dataPath := filepath.Join(*gamePath, "Data")
accountingPath := filepath.Join(dataPath, "Accounting.dat")
genericDataPath := filepath.Join(dataPath, "GenericData.dat")
aniObDefPath := filepath.Join(dataPath, "AniObDef.dat")
log.Printf("Loading %s...", accountingPath)
accounting, err := data.LoadAccounting(accountingPath)
if err != nil {
log.Fatalf("Failed to parse %s: %s", accountingPath, err)
}
log.Printf("%s: %+v", accountingPath, accounting)
log.Printf("Loading %s...", aniObDefPath)
animated, err := data.LoadAnimatedObjectDefinitions(aniObDefPath)
if err != nil {
log.Fatalf("Failed to parse %s: %s", genericDataPath, err)
}
log.Printf("%s: %+v", aniObDefPath, animated)
log.Printf("Loading %s...", genericDataPath)
genericData, err := data.LoadGeneric(genericDataPath)
if err != nil {
log.Fatalf("Failed to parse %s: %s", genericDataPath, err)
}
log.Printf("%s: %+v", genericDataPath, genericData)
}
func loadObj() {
objDataPath := filepath.Join(*gamePath, "Obj")
// TODO: Obj/cpiece.rec isn't loaded by this. Do we need it? How do we know?
log.Printf("Loading %s...", objDataPath)
objects, err := data.LoadObjects(objDataPath)
if err != nil {
log.Fatalf("Failed to parse %s: %s", objDataPath, err)
}
inspect := "c_webs"
inspect_obj := inspect + ".obj"
log.Printf("Objects in %s:", objDataPath)
for key, obj := range objects {
if key != inspect_obj {
continue
}
log.Printf(
"\t%s\t%d frames\t%d bytes",
key, obj.ObjectHeader.NumFrames, obj.ObjectHeader.FrameDataSize,
)
}
log.Printf("%s: %#v", inspect, objects[inspect_obj])
for i, frame := range objects[inspect_obj].Frames {
numPixels := frame.Width * frame.Height
log.Printf("frame %d: w=%d h=%d sz=%d w*h=%d bpp=%v", i, frame.Width, frame.Height, frame.PixelSize, numPixels, float64(frame.PixelSize)/float64(numPixels))
}
}
func loadMapsFrom(part string) {
mapsPath := filepath.Join(*gamePath, part)
log.Printf("Loading maps from %s", mapsPath)
gameMaps, err := maps.LoadGameMaps(mapsPath)
if err != nil {
log.Fatalf("Failed to parse %s/*.{MAP,txt} as game maps: %v", mapsPath, err)
}
log.Printf("Maps in %s:", mapsPath)
for key, gameMap := range gameMaps {
hdr := gameMap.Header
fmt.Printf(
" * `%s`: IsCampaignMap=%v W=%v:%v L=%v:%v SetName=%s\n",
key,
hdr.IsCampaignMap,
hdr.MinWidth, hdr.MaxWidth,
hdr.MinLength, hdr.MaxLength,
string(hdr.SetName[:]),
)
}
}
func loadSets() {
setsPath := filepath.Join(*gamePath, "Sets")
log.Printf("Loading sets from %s", setsPath)
mapSets, err := sets.LoadSets(setsPath)
if err != nil {
log.Fatalf("Failed to parse %s/*.set as map sets: %v", setsPath, err)
}
for key, mapSet := range mapSets {
fmt.Printf(" * `%s`: surface expected=%d actual=%d\n", key, mapSet.SurfaceCount, len(mapSet.SurfacePalette))
fmt.Printf(" * `%s`: left expected=%d actual=%d\n", key, mapSet.LeftCount, len(mapSet.LeftPalette))
fmt.Printf(" * `%s`: right expected=%d actual=%d\n", key, mapSet.RightCount, len(mapSet.RightPalette))
fmt.Printf(" * `%s`: center expected=%d actual=%d\n", key, mapSet.CenterCount, len(mapSet.CenterPalette))
}
}