265 lines
5.7 KiB
Go
265 lines
5.7 KiB
Go
package main
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import (
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"flag"
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"image"
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"image/color"
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"log"
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"math"
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"os"
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"path/filepath"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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"code.ur.gs/lupine/ordoor/internal/maps"
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"code.ur.gs/lupine/ordoor/internal/sets"
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"code.ur.gs/lupine/ordoor/internal/ui"
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)
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var (
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gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
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mapFile = flag.String("map", "", "Prefix path to a .map file, e.g. ./orig/Maps/Chapter01.MAP")
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txtFile = flag.String("txt", "", "Prefix path to a .txt file, e.g. ./orig/Maps/Chapter01.txt")
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winX = flag.Int("win-x", 1280, "Pre-scaled window X dimension")
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winY = flag.Int("win-y", 1024, "Pre-scaled window Y dimension")
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)
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type env struct {
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gameMap *maps.GameMap
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set *sets.MapSet
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state state
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lastState state
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step int
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}
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type state struct {
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autoUpdate bool
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started time.Time
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origin image.Point
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zoom float64
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zIdx int
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cellIdx int
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}
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func main() {
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flag.Parse()
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if *gamePath == "" || *mapFile == "" || *txtFile == "" {
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flag.Usage()
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os.Exit(1)
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}
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gameMap, err := maps.LoadGameMapByFiles(*mapFile, *txtFile)
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if err != nil {
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log.Fatalf("Couldn't load map file: %v", err)
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}
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setFile := filepath.Join(*gamePath, "Sets", gameMap.MapSetFilename())
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log.Println(setFile)
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mapSet, err := sets.LoadSet(setFile)
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if err != nil {
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log.Fatalf("Couldn't load set file %s: %v", setFile, err)
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}
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state := state{
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autoUpdate: true,
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zoom: 8.0,
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}
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env := &env{gameMap: gameMap, set: mapSet, state: state, lastState: state}
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win, err := ui.NewWindow(env, "View Map "+*mapFile, *winX, *winY)
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if err != nil {
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log.Fatal("Couldn't create window: %v", err)
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}
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win.OnKeyUp(ebiten.KeyEnter, env.toggleAutoUpdate)
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win.OnKeyUp(ebiten.KeyLeft, env.changeOrigin(+4, +0))
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win.OnKeyUp(ebiten.KeyRight, env.changeOrigin(-4, +0))
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win.OnKeyUp(ebiten.KeyUp, env.changeOrigin(+0, +4))
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win.OnKeyUp(ebiten.KeyDown, env.changeOrigin(+0, -4))
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win.OnKeyUp(ebiten.KeyMinus, env.changeCellIdx(-1))
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win.OnKeyUp(ebiten.KeyEqual, env.changeCellIdx(+1))
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for i := 0; i <= 6; i++ {
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win.OnKeyUp(ebiten.Key1+ebiten.Key(i), env.setZIdx(i))
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}
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win.OnMouseWheel(env.changeZoom)
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if err := win.Run(); err != nil {
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log.Fatal(err)
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}
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}
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func (e *env) setZIdx(to int) func() {
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return func() {
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e.state.zIdx = to
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}
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}
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// Enable / disable auto-update
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func (e *env) toggleAutoUpdate() {
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e.state.autoUpdate = !e.state.autoUpdate
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if e.state.autoUpdate {
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e.state.started = time.Now()
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}
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}
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func (e *env) changeOrigin(byX, byY int) func() {
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return func() {
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e.state.origin.X += byX
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e.state.origin.Y += byY
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}
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}
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func (e *env) changeCellIdx(by int) func() {
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return func() {
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e.state.cellIdx += by
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if e.state.cellIdx < 0 {
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e.state.cellIdx = 0
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}
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if e.state.cellIdx > maps.CellSize-1 {
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e.state.cellIdx = maps.CellSize - 1
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}
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}
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}
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func (e *env) changeZoom(_, y float64) {
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// Zoom in and out with the mouse wheel
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e.state.zoom *= math.Pow(1.2, y)
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}
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func (e *env) Update(screenX, screenY int) error {
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// TODO: show details of clicked-on cell in terminal
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// Automatically cycle every 500ms when auto-update is on
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if e.state.autoUpdate && time.Now().Sub(e.state.started) > 500*time.Millisecond {
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e.state.cellIdx += 1
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// bounds checking
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if e.state.cellIdx >= maps.CellSize {
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e.state.cellIdx = 0
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e.state.zIdx += 1
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}
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if e.state.zIdx >= maps.MaxHeight {
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e.state.zIdx = 0
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}
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e.state.started = time.Now()
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}
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if e.step == 0 || e.lastState != e.state {
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log.Printf("z=%d cellIdx=%d origin=%#v", e.state.zIdx, e.state.cellIdx, e.state.origin)
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}
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e.step += 1
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e.lastState = e.state
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return nil
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}
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func (e *env) Draw(screen *ebiten.Image) error {
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gameMap := e.gameMap
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rect := gameMap.Rect()
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imd := ebiten.NewImage(rect.Dx(), rect.Dy())
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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.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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// TODO: draw a boundary around the minimap
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cam := ebiten.GeoM{}
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cam.Translate(float64(e.state.origin.X), float64(e.state.origin.Y)) // Move to origin
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cam.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
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cam.Rotate(0.785) // Apply isometric angle
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screen.DrawImage(imd, &ebiten.DrawImageOptions{GeoM: cam})
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return nil
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}
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// Converts pixel coordinates to cell coordinates
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func vecToCell(p image.Point) (int, int) {
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x := int(p.X)
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y := int(p.Y)
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if x < 0 {
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x = 0
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}
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if x > maps.MaxWidth-1 {
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x = maps.MaxWidth - 1
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}
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if y < 0 {
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y = 0
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}
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if y > maps.MaxLength-1 {
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y = maps.MaxLength - 1
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}
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return x, y
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}
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func cellToVec(x, y int) image.Rectangle {
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min := image.Point{X: x, Y: y}
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max := image.Point{X: min.X + 1, Y: min.Y + 1}
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return image.Rect(min.X, min.Y, max.X, max.Y)
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}
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func makeColour(cell *maps.Cell, colIdx int) color.RGBA {
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var scale func(float64) float64
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mult := func(factor float64) func(float64) float64 {
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return func(in float64) float64 { return in * factor }
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}
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// Different columns do better with different levels of greyscale.
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// FIXME: this may not be translated correctly from pixel
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switch colIdx {
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case 0:
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scale = mult(0.004)
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case 1:
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scale = mult(0.1)
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case 2:
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scale = mult(1.0)
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case 3:
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scale = mult(0.1)
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case 4:
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scale = func(in float64) float64 { return mult(0.01)(in - 100) }
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case 10:
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scale = func(in float64) float64 { return mult(0.01)(in - 100) }
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case 12:
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scale = mult(0.004)
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case 13:
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scale = mult(0.004)
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case 14:
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scale = mult(0.004)
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case 15:
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scale = mult(1.0)
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default:
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scale = mult(0.01) // close to maximum resolution, low-value fields will be lost
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}
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col := uint8(scale(float64(cell.At(colIdx))))
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return color.RGBA{col, col, col, 255}
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}
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