mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-12-22 07:18:49 -05:00
297 lines
7.0 KiB
C
297 lines
7.0 KiB
C
/** Simple program to export Anarch maps as isometric images in PPM format.
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The code is not very nice, the goal is just to get the images :)
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by drummyfish, released under CC0 */
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#include <stdio.h>
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#include "../game.h"
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#define IMAGE_W 4096 // if changed you also have to change PPM header data
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#define IMAGE_H 2500
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#define CENTER_X (IMAGE_W / 2)
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#define CENTER_Y (IMAGE_H / 6)
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#define TILE_H 25 // vertical height
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#define TILE_TILT 2 // view angle, by how many H pixels we'll shift one down
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unsigned char image[IMAGE_H * IMAGE_W * 3];
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int maxHeights[4]; // ceiling limits for different quadrants
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void drawPixel(int x, int y, unsigned char color, int multiply)
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{
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if (x < 0 || x >= IMAGE_W || y < 0 || y >= IMAGE_H)
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return;
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uint16_t rgb = paletteRGB565[color];
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int index = (y * IMAGE_W + x) * 3;
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image[index] = ((((rgb >> 11) << 3) & 0xff) * multiply) / 128;
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image[index + 1] = ((((rgb >> 5) << 2) & 0xff) * multiply) / 128;
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image[index + 2] = (((rgb << 3) & 0xff) * multiply) / 128;
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}
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void drawColum(int x, int y, int z1, int z2, int texture, int doorTexture, const uint8_t *sprite)
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{
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if (texture == SFG_TILE_TEXTURE_TRANSPARENT)
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return;
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int inc = z2 > z1 ? 1 : -1;
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int minZ = z1 < z2 ? z1 : z2;
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int brightness = (minZ / 2) % 128;
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if (brightness < 0)
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brightness *= -1;
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brightness += 30;
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for (int i = 0; i < SFG_TEXTURE_SIZE; ++i) // platform
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for (int j = -1 * i / TILE_TILT; j <= i / TILE_TILT; ++j)
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{
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drawPixel(x + i,y + minZ + j,SFG_currentLevel.floorColor,brightness);
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drawPixel(x + 2 * SFG_TEXTURE_SIZE - 1 - i,y + minZ + j,SFG_currentLevel.floorColor,brightness);
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}
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if (sprite != 0)
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for (int sy = 0; sy < SFG_TEXTURE_SIZE; ++sy)
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for (int sx = 0; sx < SFG_TEXTURE_SIZE; ++sx)
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{
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uint8_t color = SFG_getTexel(sprite,sx,sy);
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if (color != SFG_TRANSPARENT_COLOR)
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drawPixel(x + sx + SFG_TEXTURE_SIZE / 2,y + minZ + sy - SFG_TEXTURE_SIZE,color,110);
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}
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if (z1 == z2)
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return;
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z1 += inc;
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int texY = 0;
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while (z1 != z2) // column (walls)
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{
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int ty = (texY * SFG_TEXTURE_SIZE) / TILE_H;
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uint8_t *t = (doorTexture < 0 || ty > SFG_TEXTURE_SIZE) ?
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SFG_currentLevel.textures[texture] :
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(SFG_wallTextures + doorTexture * SFG_TEXTURE_STORE_SIZE);
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for (int i = 0; i < SFG_TEXTURE_SIZE; ++i)
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{
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uint8_t color = SFG_getTexel(t,i,ty);
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if (color != SFG_TRANSPARENT_COLOR)
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drawPixel(x + i,y + z1 + i / TILE_TILT,color,75);
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color = SFG_getTexel(t,SFG_TEXTURE_SIZE - i,ty);
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if (color != SFG_TRANSPARENT_COLOR)
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drawPixel(x + 2 * SFG_TEXTURE_SIZE - 1 - i,y + z1 + i / TILE_TILT,
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color,128);
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}
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texY++;
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z1 += inc;
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}
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}
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void tileIndexToXY(int n, int *x, int *y)
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{
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int reverse = 0;
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if (n > SFG_MAP_SIZE * SFG_MAP_SIZE / 2)
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{
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reverse = 1;
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n = SFG_MAP_SIZE * SFG_MAP_SIZE - 1 - n;
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}
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*y = 0;
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*x = 0;
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while (*y < n)
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{
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*y += 1;
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n -= *y;
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}
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while (n > 0)
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{
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*x += 1;
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*y -= 1;
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n--;
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}
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if (reverse)
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{
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*x = SFG_MAP_SIZE - 1 - *x;
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*y = SFG_MAP_SIZE - 1 - *y;
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}
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*x = SFG_MAP_SIZE - 1 - *x;
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}
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void exportMap(int index)
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{
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SFG_setAndInitLevel(index);
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for (int i = 0; i < IMAGE_H * IMAGE_W * 3; ++i)
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image[i] = 0;
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unsigned char header[] =
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{'P', '6', ' ', '4', '0', '9', '6', ' ', '2', '5', '0', '0', ' ',
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'2', '5', '5', '\n'};
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char fname[] = "map0.ppm";
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fname[3] += index;
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FILE *f = fopen(fname,"wb");
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fwrite(header,sizeof(header),1,f);
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int n = 0;
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for (int drawY = 0; drawY < SFG_MAP_SIZE; ++drawY)
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{
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for (int i = 0; i < 2; ++i)
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{
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int xLimit = (1 + 2 * drawY + i);
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if (drawY >= SFG_MAP_SIZE / 2)
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xLimit = SFG_MAP_SIZE * 2 - xLimit;
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#define TW (2 * SFG_TEXTURE_SIZE)
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#define TH (SFG_TEXTURE_SIZE / TILE_TILT)
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int startX = -1 * xLimit * TW / 2;
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for (int drawX = 0; drawX < xLimit; ++drawX)
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{
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uint8_t properties;
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int tx, ty;
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tileIndexToXY(n,&tx,&ty);
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int maxHeightTiles = maxHeights[2 * ((ty * 2) / SFG_MAP_SIZE) +
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(tx * 2) / SFG_MAP_SIZE];
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SFG_TileDefinition tile =
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SFG_getMapTile(SFG_currentLevel.levelPointer,tx,ty,&properties);
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int h = SFG_TILE_FLOOR_HEIGHT(tile);
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if (properties == SFG_TILE_PROPERTY_ELEVATOR)
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{
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h += SFG_TILE_CEILING_HEIGHT(tile);
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h /= 2;
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}
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if (maxHeightTiles * 4 < h)
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h = maxHeightTiles * 4;
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h = (h * SFG_WALL_HEIGHT_STEP * TILE_H) / RCL_UNITS_PER_SQUARE;
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const uint8_t *sprite = 0;
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for (int i = 0; i < SFG_MAX_LEVEL_ELEMENTS; ++i)
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{
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SFG_LevelElement e =
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SFG_currentLevel.levelPointer->elements[i];
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if (e.type == SFG_LEVEL_ELEMENT_NONE)
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break;
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if (e.coords[0] == tx && e.coords[1] == ty && !(e.type & 0x10))
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{
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uint8_t ss;
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if (e.type & 0x20)
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sprite = SFG_getMonsterSprite(e.type,0,0);
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else
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SFG_getItemSprite(e.type,&sprite,&ss);
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break;
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}
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}
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drawColum(
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CENTER_X + startX + drawX * TW,
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CENTER_Y + (2 * drawY + i) * TH - drawY,-1 * h,
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0,SFG_TILE_FLOOR_TEXTURE(tile),
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(properties == SFG_TILE_PROPERTY_DOOR) ?
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SFG_currentLevel.levelPointer->doorTextureIndex : -1,
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sprite);
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int maxH = 16 * TILE_H;
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if (maxHeightTiles * TILE_H < maxH)
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maxH = maxHeightTiles * TILE_H;
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maxH *= -1;
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h = SFG_TILE_FLOOR_HEIGHT(tile) + SFG_TILE_CEILING_HEIGHT(tile);
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h = -1 * (h * SFG_WALL_HEIGHT_STEP * TILE_H) / RCL_UNITS_PER_SQUARE + 1;
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if (SFG_TILE_CEILING_HEIGHT(tile) < 31 &&
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maxH < h && properties != SFG_TILE_PROPERTY_ELEVATOR)
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{
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drawColum(
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CENTER_X + startX + drawX * TW,
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CENTER_Y + (2 * drawY + i) * TH - drawY,maxH,
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h,SFG_TILE_CEILING_TEXTURE(tile),-1,0);
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}
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n++;
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}
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}
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}
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fwrite(image,1,IMAGE_W * IMAGE_H * 3,f);
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fclose(f);
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}
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int main(void)
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{
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SFG_init();
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#define E(m,h1,h2,h3,h4)\
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printf("exporting %d\n",m);\
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maxHeights[0] = h1;\
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maxHeights[1] = h2;\
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maxHeights[2] = h3;\
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maxHeights[3] = h4;\
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exportMap(m);
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E(0,100,100,100,100)
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E(1,7,5,7,5)
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E(2,5,6,5,5)
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E(3,7,7,6,6)
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E(4,100,6,100,6)
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E(5,100,100,100,100)
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E(6,5,4,3,3)
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E(7,7,7,7,7)
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E(8,5,5,5,5)
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E(9,100,100,100,100)
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return 0;
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}
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// just create empty functions, game.h requires it:
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int8_t SFG_keyPressed(uint8_t key) { return 0; }
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void SFG_getMouseOffset(int16_t *x, int16_t *y) { }
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uint32_t SFG_getTimeMs() { return 0; }
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void SFG_sleepMs(uint16_t timeMs) { }
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static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex) { }
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void SFG_playSound(uint8_t soundIndex, uint8_t volume) { }
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void SFG_setMusic(uint8_t value) { }
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void SFG_processEvent(uint8_t event, uint8_t data) { }
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void SFG_save(uint8_t data[SFG_SAVE_SIZE]) { }
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uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]) { return 0; }
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