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- /** 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; }
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