anarch/mods/makeMapImages.c

297 lines
7.0 KiB
C

/** Simple program to export Anarch maps as isometric images in PPM format.
The code is not very nice, the goal is just to get the images :)
by drummyfish, released under CC0 */
#include <stdio.h>
#include "../game.h"
#define IMAGE_W 4096 // if changed you also have to change PPM header data
#define IMAGE_H 2500
#define CENTER_X (IMAGE_W / 2)
#define CENTER_Y (IMAGE_H / 6)
#define TILE_H 25 // vertical height
#define TILE_TILT 2 // view angle, by how many H pixels we'll shift one down
unsigned char image[IMAGE_H * IMAGE_W * 3];
int maxHeights[4]; // ceiling limits for different quadrants
void drawPixel(int x, int y, unsigned char color, int multiply)
{
if (x < 0 || x >= IMAGE_W || y < 0 || y >= IMAGE_H)
return;
uint16_t rgb = paletteRGB565[color];
int index = (y * IMAGE_W + x) * 3;
image[index] = ((((rgb >> 11) << 3) & 0xff) * multiply) / 128;
image[index + 1] = ((((rgb >> 5) << 2) & 0xff) * multiply) / 128;
image[index + 2] = (((rgb << 3) & 0xff) * multiply) / 128;
}
void drawColum(int x, int y, int z1, int z2, int texture, int doorTexture, const uint8_t *sprite)
{
if (texture == SFG_TILE_TEXTURE_TRANSPARENT)
return;
int inc = z2 > z1 ? 1 : -1;
int minZ = z1 < z2 ? z1 : z2;
int brightness = (minZ / 2) % 128;
if (brightness < 0)
brightness *= -1;
brightness += 30;
for (int i = 0; i < SFG_TEXTURE_SIZE; ++i) // platform
for (int j = -1 * i / TILE_TILT; j <= i / TILE_TILT; ++j)
{
drawPixel(x + i,y + minZ + j,SFG_currentLevel.floorColor,brightness);
drawPixel(x + 2 * SFG_TEXTURE_SIZE - 1 - i,y + minZ + j,SFG_currentLevel.floorColor,brightness);
}
if (sprite != 0)
for (int sy = 0; sy < SFG_TEXTURE_SIZE; ++sy)
for (int sx = 0; sx < SFG_TEXTURE_SIZE; ++sx)
{
uint8_t color = SFG_getTexel(sprite,sx,sy);
if (color != SFG_TRANSPARENT_COLOR)
drawPixel(x + sx + SFG_TEXTURE_SIZE / 2,y + minZ + sy - SFG_TEXTURE_SIZE,color,110);
}
if (z1 == z2)
return;
z1 += inc;
int texY = 0;
while (z1 != z2) // column (walls)
{
int ty = (texY * SFG_TEXTURE_SIZE) / TILE_H;
uint8_t *t = (doorTexture < 0 || ty > SFG_TEXTURE_SIZE) ?
SFG_currentLevel.textures[texture] :
(SFG_wallTextures + doorTexture * SFG_TEXTURE_STORE_SIZE);
for (int i = 0; i < SFG_TEXTURE_SIZE; ++i)
{
uint8_t color = SFG_getTexel(t,i,ty);
if (color != SFG_TRANSPARENT_COLOR)
drawPixel(x + i,y + z1 + i / TILE_TILT,color,75);
color = SFG_getTexel(t,SFG_TEXTURE_SIZE - i,ty);
if (color != SFG_TRANSPARENT_COLOR)
drawPixel(x + 2 * SFG_TEXTURE_SIZE - 1 - i,y + z1 + i / TILE_TILT,
color,128);
}
texY++;
z1 += inc;
}
}
void tileIndexToXY(int n, int *x, int *y)
{
int reverse = 0;
if (n > SFG_MAP_SIZE * SFG_MAP_SIZE / 2)
{
reverse = 1;
n = SFG_MAP_SIZE * SFG_MAP_SIZE - 1 - n;
}
*y = 0;
*x = 0;
while (*y < n)
{
*y += 1;
n -= *y;
}
while (n > 0)
{
*x += 1;
*y -= 1;
n--;
}
if (reverse)
{
*x = SFG_MAP_SIZE - 1 - *x;
*y = SFG_MAP_SIZE - 1 - *y;
}
*x = SFG_MAP_SIZE - 1 - *x;
}
void exportMap(int index)
{
SFG_setAndInitLevel(index);
for (int i = 0; i < IMAGE_H * IMAGE_W * 3; ++i)
image[i] = 0;
unsigned char header[] =
{'P', '6', ' ', '4', '0', '9', '6', ' ', '2', '5', '0', '0', ' ',
'2', '5', '5', '\n'};
char fname[] = "map0.ppm";
fname[3] += index;
FILE *f = fopen(fname,"wb");
fwrite(header,sizeof(header),1,f);
int n = 0;
for (int drawY = 0; drawY < SFG_MAP_SIZE; ++drawY)
{
for (int i = 0; i < 2; ++i)
{
int xLimit = (1 + 2 * drawY + i);
if (drawY >= SFG_MAP_SIZE / 2)
xLimit = SFG_MAP_SIZE * 2 - xLimit;
#define TW (2 * SFG_TEXTURE_SIZE)
#define TH (SFG_TEXTURE_SIZE / TILE_TILT)
int startX = -1 * xLimit * TW / 2;
for (int drawX = 0; drawX < xLimit; ++drawX)
{
uint8_t properties;
int tx, ty;
tileIndexToXY(n,&tx,&ty);
int maxHeightTiles = maxHeights[2 * ((ty * 2) / SFG_MAP_SIZE) +
(tx * 2) / SFG_MAP_SIZE];
SFG_TileDefinition tile =
SFG_getMapTile(SFG_currentLevel.levelPointer,tx,ty,&properties);
int h = SFG_TILE_FLOOR_HEIGHT(tile);
if (properties == SFG_TILE_PROPERTY_ELEVATOR)
{
h += SFG_TILE_CEILING_HEIGHT(tile);
h /= 2;
}
if (maxHeightTiles * 4 < h)
h = maxHeightTiles * 4;
h = (h * SFG_WALL_HEIGHT_STEP * TILE_H) / RCL_UNITS_PER_SQUARE;
const uint8_t *sprite = 0;
for (int i = 0; i < SFG_MAX_LEVEL_ELEMENTS; ++i)
{
SFG_LevelElement e =
SFG_currentLevel.levelPointer->elements[i];
if (e.type == SFG_LEVEL_ELEMENT_NONE)
break;
if (e.coords[0] == tx && e.coords[1] == ty && !(e.type & 0x10))
{
uint8_t ss;
if (e.type & 0x20)
sprite = SFG_getMonsterSprite(e.type,0,0);
else
SFG_getItemSprite(e.type,&sprite,&ss);
break;
}
}
drawColum(
CENTER_X + startX + drawX * TW,
CENTER_Y + (2 * drawY + i) * TH - drawY,-1 * h,
0,SFG_TILE_FLOOR_TEXTURE(tile),
(properties == SFG_TILE_PROPERTY_DOOR) ?
SFG_currentLevel.levelPointer->doorTextureIndex : -1,
sprite);
int maxH = 16 * TILE_H;
if (maxHeightTiles * TILE_H < maxH)
maxH = maxHeightTiles * TILE_H;
maxH *= -1;
h = SFG_TILE_FLOOR_HEIGHT(tile) + SFG_TILE_CEILING_HEIGHT(tile);
h = -1 * (h * SFG_WALL_HEIGHT_STEP * TILE_H) / RCL_UNITS_PER_SQUARE + 1;
if (SFG_TILE_CEILING_HEIGHT(tile) < 31 &&
maxH < h && properties != SFG_TILE_PROPERTY_ELEVATOR)
{
drawColum(
CENTER_X + startX + drawX * TW,
CENTER_Y + (2 * drawY + i) * TH - drawY,maxH,
h,SFG_TILE_CEILING_TEXTURE(tile),-1,0);
}
n++;
}
}
}
fwrite(image,1,IMAGE_W * IMAGE_H * 3,f);
fclose(f);
}
int main(void)
{
SFG_init();
#define E(m,h1,h2,h3,h4)\
printf("exporting %d\n",m);\
maxHeights[0] = h1;\
maxHeights[1] = h2;\
maxHeights[2] = h3;\
maxHeights[3] = h4;\
exportMap(m);
E(0,100,100,100,100)
E(1,7,5,7,5)
E(2,5,6,5,5)
E(3,7,7,6,6)
E(4,100,6,100,6)
E(5,100,100,100,100)
E(6,5,4,3,3)
E(7,7,7,7,7)
E(8,5,5,5,5)
E(9,100,100,100,100)
return 0;
}
// just create empty functions, game.h requires it:
int8_t SFG_keyPressed(uint8_t key) { return 0; }
void SFG_getMouseOffset(int16_t *x, int16_t *y) { }
uint32_t SFG_getTimeMs() { return 0; }
void SFG_sleepMs(uint16_t timeMs) { }
static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex) { }
void SFG_playSound(uint8_t soundIndex, uint8_t volume) { }
void SFG_setMusic(uint8_t value) { }
void SFG_processEvent(uint8_t event, uint8_t data) { }
void SFG_save(uint8_t data[SFG_SAVE_SIZE]) { }
uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]) { return 0; }