Add shareware support and spawn correctly for difficulty levels

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-14 17:01:01 +01:00
parent 690ac1e7e6
commit 278c73a256
19 changed files with 383 additions and 238 deletions

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@@ -0,0 +1,28 @@
import 'dart:math' as math;
enum CardinalDirection {
east(0.0),
south(math.pi / 2),
west(math.pi),
north(3 * math.pi / 2)
;
final double radians;
const CardinalDirection(this.radians);
/// Helper to decode Wolf3D enemy directional blocks
static CardinalDirection fromEnemyIndex(int index) {
switch (index % 4) {
case 0:
return CardinalDirection.east;
case 1:
return CardinalDirection.north;
case 2:
return CardinalDirection.west;
case 3:
return CardinalDirection.south;
default:
return CardinalDirection.east;
}
}
}

1
lib/classes/sprite.dart Normal file
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@@ -0,0 +1 @@
typedef Sprite = List<List<int>>;

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@@ -2,9 +2,16 @@ import 'package:flutter/material.dart';
import 'package:wolf_dart/features/difficulty/difficulty.dart';
import 'package:wolf_dart/features/renderer/renderer.dart';
class DifficultyScreen extends StatelessWidget {
class DifficultyScreen extends StatefulWidget {
const DifficultyScreen({super.key});
@override
State<DifficultyScreen> createState() => _DifficultyScreenState();
}
class _DifficultyScreenState extends State<DifficultyScreen> {
bool isShareware = true; // Default to Shareware (WL1)
@override
Widget build(BuildContext context) {
return Scaffold(
@@ -14,9 +21,9 @@ class DifficultyScreen extends StatelessWidget {
onPressed: () {
Navigator.of(context).push(
MaterialPageRoute(
builder: (_) => const WolfRenderer(
builder: (_) => WolfRenderer(
difficulty: Difficulty.bringEmOn,
isDemo: false,
isShareware: isShareware,
showSpriteGallery: true,
),
),
@@ -37,35 +44,59 @@ class DifficultyScreen extends StatelessWidget {
fontFamily: 'Courier',
),
),
const SizedBox(height: 40),
const SizedBox(height: 20),
// --- Version Toggle ---
Theme(
data: ThemeData(unselectedWidgetColor: Colors.grey),
child: CheckboxListTile(
title: const Text(
"Play Shareware Version (WL1)",
style: TextStyle(color: Colors.white),
),
value: isShareware,
onChanged: (bool? value) {
setState(() {
isShareware = value ?? true;
});
},
controlAffinity: ListTileControlAffinity.leading,
contentPadding: const EdgeInsets.symmetric(horizontal: 100),
),
),
const SizedBox(height: 20),
// --- Difficulty Buttons ---
ListView.builder(
shrinkWrap: true,
itemCount: Difficulty.values.length,
itemBuilder: (context, index) {
final Difficulty difficulty = Difficulty.values[index];
return ElevatedButton(
style: ElevatedButton.styleFrom(
backgroundColor: Colors.blueGrey[900],
foregroundColor: Colors.white,
minimumSize: const Size(300, 50),
shape: RoundedRectangleBorder(
borderRadius: BorderRadius.circular(4),
),
),
onPressed: () {
// Push the renderer and pass the selected difficulty
Navigator.of(context).pushReplacement(
MaterialPageRoute(
builder: (_) => WolfRenderer(
difficulty: difficulty,
isDemo: false,
),
return Padding(
padding: const EdgeInsets.symmetric(vertical: 8.0),
child: ElevatedButton(
style: ElevatedButton.styleFrom(
backgroundColor: Colors.blueGrey[900],
foregroundColor: Colors.white,
minimumSize: const Size(300, 50),
shape: RoundedRectangleBorder(
borderRadius: BorderRadius.circular(4),
),
);
},
child: Text(
difficulty.title,
style: const TextStyle(fontSize: 18),
),
onPressed: () {
Navigator.of(context).pushReplacement(
MaterialPageRoute(
builder: (_) => WolfRenderer(
difficulty: difficulty,
isShareware: isShareware,
),
),
);
},
child: Text(
difficulty.title,
style: const TextStyle(fontSize: 18),
),
),
);
},

View File

@@ -1,3 +1,4 @@
import 'package:wolf_dart/features/difficulty/difficulty.dart';
import 'package:wolf_dart/features/entities/entity.dart';
enum CollectibleType { ammo, health, treasure, weapon, key }
@@ -31,7 +32,7 @@ class Collectible extends Entity {
int objId,
double x,
double y,
int difficultyLevel,
Difficulty _,
) {
if (isCollectible(objId)) {
return Collectible(

View File

@@ -1,3 +1,4 @@
import 'package:wolf_dart/features/difficulty/difficulty.dart';
import 'package:wolf_dart/features/entities/entity.dart';
class Decorative extends Entity {
@@ -32,7 +33,7 @@ class Decorative extends Entity {
int objId,
double x,
double y,
int difficultyLevel,
Difficulty _,
) {
if (isDecoration(objId)) {
return Decorative(

View File

@@ -1,12 +1,13 @@
import 'dart:math' as math;
import 'package:wolf_dart/classes/sprite.dart';
import 'package:wolf_dart/features/map/door.dart';
class DoorManager {
// Key is '$x,$y'
final Map<String, Door> doors = {};
void initDoors(List<List<int>> wallGrid) {
void initDoors(Sprite wallGrid) {
doors.clear();
for (int y = 0; y < wallGrid.length; y++) {
for (int x = 0; x < wallGrid[y].length; x++) {

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@@ -1,8 +1,10 @@
import 'dart:math' as math;
import 'package:wolf_dart/classes/coordinate_2d.dart';
import 'package:wolf_dart/features/difficulty/difficulty.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.dart';
import 'package:wolf_dart/features/entities/map_objects.dart';
class BrownGuard extends Enemy {
static const double speed = 0.03;
@@ -23,33 +25,18 @@ class BrownGuard extends Enemy {
int objId,
double x,
double y,
int difficultyLevel,
Difficulty difficulty,
) {
bool canSpawn = false;
switch (difficultyLevel) {
case 0:
canSpawn = objId >= 108 && objId <= 115;
break;
case 1:
canSpawn = objId >= 144 && objId <= 151;
break;
case 2:
canSpawn = objId >= 180 && objId <= 187;
break;
case 3:
canSpawn = objId >= 216 && objId <= 223;
break;
}
if (canSpawn) {
// Use the range constants we defined in MapObject!
if (objId >= MapObject.guardStart && objId <= MapObject.guardStart + 17) {
return BrownGuard(
x: x,
y: y,
angle: Enemy.getInitialAngle(objId),
angle: MapObject.getAngle(objId),
mapId: objId,
);
}
return null; // Not a Brown Guard!
return null;
}
@override
@@ -63,20 +50,11 @@ class BrownGuard extends Enemy {
Coordinate2D movement = const Coordinate2D(0, 0);
double newAngle = angle;
// 1. Wake up logic (Matches SightPlayer & FirstSighting)
if (state == EntityState.idle &&
hasLineOfSight(playerPosition, isWalkable)) {
if (reactionTimeMs == 0) {
// Init reaction delay: ~1 to 4 tics in C (1 tic = ~14ms, but plays out longer in engine ticks).
// Let's approximate human-feeling reaction time: 200ms - 800ms
reactionTimeMs = elapsedMs + 200 + math.Random().nextInt(600);
} else if (elapsedMs >= reactionTimeMs) {
state =
EntityState.patrolling; // Equivalent to FirstSighting chase frame
lastActionTime = elapsedMs;
reactionTimeMs = 0; // Reset
}
}
checkWakeUp(
elapsedMs: elapsedMs,
playerPosition: playerPosition,
isWalkable: isWalkable,
);
double distance = position.distanceTo(playerPosition);
double angleToPlayer = position.angleTo(playerPosition);
@@ -85,14 +63,11 @@ class BrownGuard extends Enemy {
newAngle = angleToPlayer;
}
// Octant logic remains the same
double diff = newAngle - angleToPlayer;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
while (diff > math.pi) {
diff -= 2 * math.pi;
}
// Octant logic (Directional sprites)
double diff = angleToPlayer - newAngle;
while (diff <= -math.pi) diff += 2 * math.pi;
while (diff > math.pi) diff -= 2 * math.pi;
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
if (octant < 0) octant += 8;
@@ -105,13 +80,10 @@ class BrownGuard extends Enemy {
case EntityState.patrolling:
if (distance > 0.8) {
// Jitter fix: Use continuous vector movement instead of single-axis snapping
double moveX = math.cos(angleToPlayer) * speed;
double moveY = math.sin(angleToPlayer) * speed;
Coordinate2D intendedMovement = Coordinate2D(moveX, moveY);
// Pass tryOpenDoor down!
movement = getValidMovement(
intendedMovement,
isWalkable,
@@ -119,12 +91,9 @@ class BrownGuard extends Enemy {
);
}
// Animation fix: Update the sprite so he actually turns and walks!
int walkFrame = (elapsedMs ~/ 150) % 4;
spriteIndex = 58 + (walkFrame * 8) + octant;
// Shooting fix: Give him permission to stop and shoot you
// (1500ms delay between shots)
if (distance < 6.0 && elapsedMs - lastActionTime > 1500) {
if (hasLineOfSight(playerPosition, isWalkable)) {
state = EntityState.shooting;
@@ -132,20 +101,20 @@ class BrownGuard extends Enemy {
_hasFiredThisCycle = false;
}
}
break; // Fallthrough fix: Don't forget the break!
break;
case EntityState.shooting:
int timeShooting = elapsedMs - lastActionTime;
if (timeShooting < 150) {
spriteIndex = 96;
spriteIndex = 96; // Aiming
} else if (timeShooting < 300) {
spriteIndex = 97;
spriteIndex = 97; // Firing
if (!_hasFiredThisCycle) {
onDamagePlayer(10); // DAMAGING PLAYER
onDamagePlayer(10);
_hasFiredThisCycle = true;
}
} else if (timeShooting < 450) {
spriteIndex = 98;
spriteIndex = 98; // Recoil
} else {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
@@ -153,7 +122,8 @@ class BrownGuard extends Enemy {
break;
case EntityState.pain:
spriteIndex = 94;
spriteIndex = 94; // Ouch frame
// Stay in pain for a brief moment, then resume attacking
if (elapsedMs - lastActionTime > 250) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
@@ -164,9 +134,10 @@ class BrownGuard extends Enemy {
if (isDying) {
int deathFrame = (elapsedMs - lastActionTime) ~/ 150;
if (deathFrame < 4) {
spriteIndex = 90 + deathFrame - 1;
// FIX: Removed the buggy "- 1"
spriteIndex = 90 + deathFrame;
} else {
spriteIndex = 95;
spriteIndex = 95; // Final dead frame
isDying = false;
}
} else {

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@@ -1,11 +1,13 @@
import 'dart:math' as math;
import 'package:wolf_dart/classes/coordinate_2d.dart';
import 'package:wolf_dart/features/difficulty/difficulty.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.dart';
import 'package:wolf_dart/features/entities/map_objects.dart'; // NEW
class Dog extends Enemy {
static const double speed = 0.05; // Dogs are much faster than guards!
static const double speed = 0.05;
bool _hasBittenThisCycle = false;
Dog({
@@ -14,32 +16,17 @@ class Dog extends Enemy {
required super.angle,
required super.mapId,
}) : super(
spriteIndex: 99, // Dogs start at index 99 in VSWAP
spriteIndex: 99,
state: EntityState.idle,
);
static Dog? trySpawn(int objId, double x, double y, int difficultyLevel) {
bool canSpawn = false;
switch (difficultyLevel) {
case 0:
canSpawn = objId >= 116 && objId <= 119;
break;
case 1:
canSpawn = objId >= 152 && objId <= 155;
break;
case 2:
canSpawn = objId >= 188 && objId <= 191;
break;
case 3:
canSpawn = objId >= 224 && objId <= 227;
break;
}
if (canSpawn) {
static Dog? trySpawn(int objId, double x, double y, Difficulty difficulty) {
// The renderer already checked difficulty, so we just check the ID block!
if (objId >= MapObject.dogStart && objId <= MapObject.dogStart + 17) {
return Dog(
x: x,
y: y,
angle: Enemy.getInitialAngle(objId),
angle: MapObject.getAngle(objId),
mapId: objId,
);
}
@@ -51,23 +38,19 @@ class Dog extends Enemy {
required int elapsedMs,
required Coordinate2D playerPosition,
required bool Function(int x, int y) isWalkable,
required void Function(int x, int y) tryOpenDoor, // NEW
required void Function(int x, int y) tryOpenDoor,
required void Function(int damage) onDamagePlayer,
}) {
Coordinate2D movement = const Coordinate2D(0, 0);
double newAngle = angle;
// 1. Wake up logic
if (state == EntityState.idle &&
hasLineOfSight(playerPosition, isWalkable)) {
if (reactionTimeMs == 0) {
reactionTimeMs = elapsedMs + 100 + math.Random().nextInt(200);
} else if (elapsedMs >= reactionTimeMs) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
reactionTimeMs = 0;
}
}
checkWakeUp(
elapsedMs: elapsedMs,
playerPosition: playerPosition,
isWalkable: isWalkable,
baseReactionMs: 100,
reactionVarianceMs: 200,
);
double distance = position.distanceTo(playerPosition);
double angleToPlayer = position.angleTo(playerPosition);
@@ -76,13 +59,10 @@ class Dog extends Enemy {
newAngle = angleToPlayer;
}
double diff = newAngle - angleToPlayer;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
while (diff > math.pi) {
diff -= 2 * math.pi;
}
double diff = angleToPlayer - newAngle;
while (diff <= -math.pi) diff += 2 * math.pi;
while (diff > math.pi) diff -= 2 * math.pi;
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
if (octant < 0) octant += 8;
@@ -95,15 +75,12 @@ class Dog extends Enemy {
case EntityState.patrolling:
if (distance > 0.8) {
double deltaX = playerPosition.x - position.x;
double deltaY = playerPosition.y - position.y;
double moveX = deltaX > 0 ? speed : (deltaX < 0 ? -speed : 0);
double moveY = deltaY > 0 ? speed : (deltaY < 0 ? -speed : 0);
// UPGRADED: Smooth vector movement instead of grid-snapping
double moveX = math.cos(angleToPlayer) * speed;
double moveY = math.sin(angleToPlayer) * speed;
Coordinate2D intendedMovement = Coordinate2D(moveX, moveY);
// Pass tryOpenDoor down!
movement = getValidMovement(
intendedMovement,
isWalkable,
@@ -135,6 +112,22 @@ class Dog extends Enemy {
}
break;
// Make sure dogs have a death state so they don't stay standing!
case EntityState.dead:
if (isDying) {
int deathFrame = (elapsedMs - lastActionTime) ~/ 100;
if (deathFrame < 4) {
spriteIndex =
140 + deathFrame; // Dog death frames usually start here
} else {
spriteIndex = 143; // Dead dog on floor
isDying = false;
}
} else {
spriteIndex = 143;
}
break;
default:
break;
}

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@@ -55,6 +55,28 @@ abstract class Enemy extends Entity {
}
}
void checkWakeUp({
required int elapsedMs,
required Coordinate2D playerPosition,
required bool Function(int x, int y) isWalkable,
int baseReactionMs = 200,
int reactionVarianceMs = 600,
}) {
if (state == EntityState.idle &&
hasLineOfSight(playerPosition, isWalkable)) {
if (reactionTimeMs == 0) {
reactionTimeMs =
elapsedMs +
baseReactionMs +
math.Random().nextInt(reactionVarianceMs);
} else if (elapsedMs >= reactionTimeMs) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
reactionTimeMs = 0;
}
}
}
// Matches WL_STATE.C's 'CheckLine' using canonical Integer DDA traversal
bool hasLineOfSight(
Coordinate2D playerPosition,
@@ -63,7 +85,7 @@ abstract class Enemy extends Entity {
// 1. Proximity Check (Matches WL_STATE.C 'MINSIGHT')
// If the player is very close, sight is automatic regardless of facing angle.
// This compensates for our lack of a noise/gunshot alert system!
if (position.distanceTo(playerPosition) < 2.0) {
if (position.distanceTo(playerPosition) < 1.2) {
return true;
}

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@@ -1,15 +1,17 @@
import 'package:wolf_dart/features/difficulty/difficulty.dart';
import 'package:wolf_dart/features/entities/collectible.dart';
import 'package:wolf_dart/features/entities/decorative.dart';
import 'package:wolf_dart/features/entities/enemies/brown_guard.dart';
import 'package:wolf_dart/features/entities/enemies/dog.dart';
import 'package:wolf_dart/features/entities/entity.dart';
import 'package:wolf_dart/features/entities/map_objects.dart';
typedef EntitySpawner =
Entity? Function(
int objId,
double x,
double y,
int difficultyLevel,
Difficulty difficulty,
);
abstract class EntityRegistry {
@@ -24,11 +26,14 @@ abstract class EntityRegistry {
int objId,
double x,
double y,
int difficultyLevel,
Difficulty difficulty,
int maxSprites,
) {
// 1. Difficulty check before even looking for a spawner
if (!MapObject.shouldSpawn(objId, difficulty)) return null;
for (final spawner in _spawners) {
Entity? entity = spawner(objId, x, y, difficultyLevel);
Entity? entity = spawner(objId, x, y, difficulty);
if (entity != null) {
// Safety bounds check for the VSWAP array

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@@ -1,4 +1,7 @@
abstract class MapObjectId {
import 'package:wolf_dart/classes/cardinal_direction.dart';
import 'package:wolf_dart/features/difficulty/difficulty.dart';
abstract class MapObject {
// --- Player Spawns ---
static const int playerNorth = 19;
static const int playerEast = 20;
@@ -12,7 +15,7 @@ abstract class MapObjectId {
static const int floorLamp = 26;
static const int chandelier = 27;
static const int hangingSkeleton = 28;
static const int dogFood = 29; // Also used as decoration
static const int dogFoodDecoration = 29;
static const int whiteColumn = 30;
static const int pottedPlant = 31;
static const int blueSkeleton = 32;
@@ -25,12 +28,12 @@ abstract class MapObjectId {
static const int emptyCage = 39;
static const int cageWithSkeleton = 40;
static const int bones = 41;
static const int goldenKeybowl = 42; // Decorative only
static const int goldenKeyBowl = 42;
// --- Collectibles & Items ---
// --- Collectibles ---
static const int goldKey = 43;
static const int silverKey = 44;
static const int bed = 45; // Bed is usually non-collectible but in this range
static const int bed = 45;
static const int basket = 46;
static const int food = 47;
static const int medkit = 48;
@@ -43,62 +46,110 @@ abstract class MapObjectId {
static const int crown = 55;
static const int extraLife = 56;
// --- More Decorations ---
static const int bloodPool = 57;
// --- Environmental ---
static const int bloodPoolSmall = 57;
static const int barrel = 58;
static const int well = 59;
static const int emptyWell = 60;
static const int wellFull = 59;
static const int wellEmpty = 60;
static const int bloodPoolLarge = 61;
static const int flag = 62;
static const int callanard = 63; // Aardwolf sign / hidden message
static const int aardwolfSign = 63;
static const int bonesAndSkull = 64;
static const int wallHanging = 65;
static const int stove = 66;
static const int spearRack = 67;
static const int vines = 68;
// --- Special Objects ---
static const int secretDoor = 98; // Often used for the Pushwall trigger
static const int elevatorToSecretLevel = 99;
static const int exitTrigger = 100;
// --- Logic & Triggers ---
static const int pushwallTrigger = 98;
static const int secretExitTrigger = 99;
static const int normalExitTrigger = 100;
// --- Enemies (Spawn Points) ---
// Guards
static const int guardEasyNorth = 108;
static const int guardEasyEast = 109;
static const int guardEasySouth = 110;
static const int guardEasyWest = 111;
// --- Enemy Base IDs (Easy, North) ---
static const int _guardBase = 108;
static const int _officerBase = 126; // WL6 only
static const int _ssBase = 144; // WL6 only
static const int _dogBase = 162;
static const int _mutantBase = 180; // Episode 2+
// SS Guards
static const int ssEasyNorth = 124;
static const int ssEasyEast = 125;
static const int ssEasySouth = 126;
static const int ssEasyWest = 127;
// Dogs
static const int dogEasyNorth = 140;
static const int dogEasyEast = 141;
static const int dogEasySouth = 142;
static const int dogEasyWest = 143;
// Mutants
static const int mutantEasyNorth = 156;
static const int mutantEasyEast = 157;
static const int mutantEasySouth = 158;
static const int mutantEasyWest = 159;
// Officers
static const int officerEasyNorth = 172;
static const int officerEasyEast = 173;
static const int officerEasySouth = 174;
static const int officerEasyWest = 175;
// Bosses (Single spawn points)
// Bosses (Shared between WL1 and WL6)
static const int bossHansGrosse = 214;
// WL6 Exclusive Bosses
static const int bossDrSchabbs = 215;
static const int bossFakeHitler = 216;
static const int bossMechaHitler = 217;
static const int bossOttoGiftmacher = 218;
static const int bossGretelGrosse = 219;
static const int bossGeneralFettgesicht = 220;
static const int bossTransGrosse = 216;
static const int bossUbermutant = 217;
static const int bossDeathKnight = 218;
static const int bossMechaHitler = 219;
static const int bossHitlerGhost = 220;
static const int bossGretelGrosse = 221;
static const int bossGiftmacher = 222;
static const int bossFettgesicht = 223;
// --- Enemy Range Constants ---
static const int guardStart = 108;
static const int officerStart = 126;
static const int ssStart = 144;
static const int dogStart = 162;
static const int mutantStart = 180;
/// Returns true if the object ID exists in the Shareware version.
static bool isSharewareCompatible(int id) {
// WL1 only had Guards (108-125), Dogs (162-179), and Hans Grosse (214)
if (id >= 126 && id < 162) return false; // No Officers or SS
if (id >= 180 && id < 214) return false; // No Mutants
if (id > 214) return false; // No other bosses
return true;
}
/// Resolves which enemy type a map ID belongs to.
static String getEnemyType(int id) {
if (id >= 108 && id <= 125) return "Guard";
if (id >= 126 && id <= 143) return "Officer";
if (id >= 144 && id <= 161) return "SS";
if (id >= 162 && id <= 179) return "Dog";
if (id >= 180 && id <= 197) return "Mutant";
return "Unknown";
}
/// Checks if an object should be spawned based on chosen difficulty.
static bool shouldSpawn(int id, Difficulty selectedDifficulty) {
if (id < 108 || id > 213) return true; // Items/Players/Bosses always spawn
// Enemy blocks are 18 IDs wide (e.g., 108-125 for Guards)
int relativeId = (id - 108) % 18;
// 0-3: Easy, 4-7: Medium, 8-11: Hard
if (relativeId < 4) return true; // Easy spawns on everything
if (relativeId < 8) {
return selectedDifficulty != Difficulty.canIPlayDaddy; // Medium/Hard
}
if (relativeId < 12) {
return selectedDifficulty == Difficulty.iAmDeathIncarnate; // Hard only
}
// 12-15 are typically "Ambush" versions of the Easy/Medium/Hard guards
return true;
}
/// Determines the spawn orientation of an enemy or player.
/// Determines the spawn orientation of an enemy or player.
static double getAngle(int id) {
// Player spawn angles
switch (id) {
case playerNorth:
return CardinalDirection.north.radians;
case playerEast:
return CardinalDirection.east.radians;
case playerSouth:
return CardinalDirection.south.radians;
case playerWest:
return CardinalDirection.west.radians;
}
if (id < 108 || id > 213) return 0.0;
// Enemy directions are mapped in groups of 4
return CardinalDirection.fromEnemyIndex(id - 108).radians;
}
}

View File

@@ -25,7 +25,7 @@ class PushwallManager {
for (int y = 0; y < objectGrid.length; y++) {
for (int x = 0; x < objectGrid[y].length; x++) {
if (objectGrid[y][x] == MapObjectId.secretDoor) {
if (objectGrid[y][x] == MapObject.pushwallTrigger) {
pushwalls['$x,$y'] = Pushwall(x, y, wallGrid[y][x]);
}
}

View File

@@ -1,6 +1,7 @@
import 'dart:typed_data';
import 'package:wolf_dart/classes/matrix.dart';
import 'package:wolf_dart/classes/sprite.dart';
class VswapParser {
/// Extracts the 64x64 wall textures from VSWAP.WL1
@@ -17,7 +18,7 @@ class VswapParser {
}
// 3. Extract the Wall Textures
List<List<List<int>>> textures = [];
List<Sprite> textures = [];
// Walls are chunks 0 through (spriteStart - 1)
for (int i = 0; i < spriteStart; i++) {
@@ -26,7 +27,7 @@ class VswapParser {
// Walls are always exactly 64x64 pixels (4096 bytes)
// Note: Wolf3D stores pixels in COLUMN-MAJOR order (Top to bottom, then left to right)
List<List<int>> texture = List.generate(64, (_) => List.filled(64, 0));
Sprite texture = List.generate(64, (_) => List.filled(64, 0));
for (int x = 0; x < 64; x++) {
for (int y = 0; y < 64; y++) {

View File

@@ -18,14 +18,18 @@ class WolfMap {
);
/// Asynchronously loads the map files and parses them into a new WolfMap instance.
static Future<WolfMap> loadDemo() async {
static Future<WolfMap> loadShareware() async {
// 1. Load the binary data
final mapHead = await rootBundle.load("assets/MAPHEAD.WL1");
final gameMaps = await rootBundle.load("assets/GAMEMAPS.WL1");
final vswap = await rootBundle.load("assets/VSWAP.WL1");
// 2. Parse the data using the parser we just built
final parsedLevels = WolfMapParser.parseMaps(mapHead, gameMaps);
final parsedLevels = WolfMapParser.parseMaps(
mapHead,
gameMaps,
isShareware: true,
);
final parsedTextures = VswapParser.parseWalls(vswap);
final parsedSprites = VswapParser.parseSprites(vswap);
@@ -38,7 +42,7 @@ class WolfMap {
}
/// Asynchronously loads the map files and parses them into a new WolfMap instance.
static Future<WolfMap> load() async {
static Future<WolfMap> loadRetail() async {
// 1. Load the binary data
final mapHead = await rootBundle.load("assets/MAPHEAD.WL6");
final gameMaps = await rootBundle.load("assets/GAMEMAPS.WL6");

View File

@@ -2,11 +2,16 @@ import 'dart:convert';
import 'dart:typed_data';
import 'package:wolf_dart/classes/matrix.dart';
import 'package:wolf_dart/features/entities/map_objects.dart';
import 'package:wolf_dart/features/map/wolf_level.dart';
abstract class WolfMapParser {
/// Parses MAPHEAD and GAMEMAPS to extract the raw level data.
static List<WolfLevel> parseMaps(ByteData mapHead, ByteData gameMaps) {
static List<WolfLevel> parseMaps(
ByteData mapHead,
ByteData gameMaps, {
bool isShareware = false,
}) {
List<WolfLevel> levels = [];
// 1. READ MAPHEAD
@@ -66,6 +71,21 @@ abstract class WolfMapParser {
Uint16List carmackExpandedObjects = _expandCarmack(compressedObjectData);
List<int> flatObjectGrid = _expandRlew(carmackExpandedObjects, rlewTag);
for (int i = 0; i < flatObjectGrid.length; i++) {
int id = flatObjectGrid[i];
// Handle the 'secret' pushwalls (Logic check)
if (id == MapObject.pushwallTrigger) {
// In Wolf3D, ID 98 means the wall at this same index in Plane 0 is pushable.
// You might want to mark this in your engine state.
}
// Filter out invalid IDs for Shareware to prevent crashes
if (isShareware && !MapObject.isSharewareCompatible(id)) {
flatObjectGrid[i] = 0; // Turn unknown objects into empty space
}
}
Matrix<int> wallGrid = [];
Matrix<int> objectGrid = []; // NEW

View File

@@ -132,7 +132,7 @@ class Player {
switch (item.type) {
case CollectibleType.health:
if (health >= 100) return false;
heal(item.mapId == MapObjectId.dogFood ? 4 : 25);
heal(item.mapId == MapObject.dogFoodDecoration ? 4 : 25);
pickedUp = true;
break;
@@ -147,11 +147,11 @@ class Player {
break;
case CollectibleType.treasure:
if (item.mapId == MapObjectId.cross) score += 100;
if (item.mapId == MapObjectId.chalice) score += 500;
if (item.mapId == MapObjectId.chest) score += 1000;
if (item.mapId == MapObjectId.crown) score += 5000;
if (item.mapId == MapObjectId.extraLife) {
if (item.mapId == MapObject.cross) score += 100;
if (item.mapId == MapObject.chalice) score += 500;
if (item.mapId == MapObject.chest) score += 1000;
if (item.mapId == MapObject.crown) score += 5000;
if (item.mapId == MapObject.extraLife) {
heal(100);
addAmmo(25);
}
@@ -159,7 +159,7 @@ class Player {
break;
case CollectibleType.weapon:
if (item.mapId == MapObjectId.machineGun) {
if (item.mapId == MapObject.machineGun) {
if (weapons[WeaponType.machineGun] == null) {
weapons[WeaponType.machineGun] = MachineGun();
hasMachineGun = true;
@@ -168,7 +168,7 @@ class Player {
requestWeaponSwitch(WeaponType.machineGun);
pickedUp = true;
}
if (item.mapId == MapObjectId.chainGun) {
if (item.mapId == MapObject.chainGun) {
if (weapons[WeaponType.chainGun] == null) {
weapons[WeaponType.chainGun] = ChainGun();
hasChainGun = true;
@@ -180,8 +180,8 @@ class Player {
break;
case CollectibleType.key:
if (item.mapId == MapObjectId.goldKey) hasGoldKey = true;
if (item.mapId == MapObjectId.silverKey) hasSilverKey = true;
if (item.mapId == MapObject.goldKey) hasGoldKey = true;
if (item.mapId == MapObject.silverKey) hasSilverKey = true;
pickedUp = true;
break;
}

View File

@@ -23,14 +23,14 @@ import 'package:wolf_dart/sprite_gallery.dart';
class WolfRenderer extends StatefulWidget {
const WolfRenderer({
super.key,
required this.difficulty,
this.difficulty = Difficulty.bringEmOn,
this.showSpriteGallery = false,
this.isDemo = true,
this.isShareware = true,
});
final Difficulty difficulty;
final bool showSpriteGallery;
final bool isDemo;
final bool isShareware;
@override
State<WolfRenderer> createState() => _WolfRendererState();
@@ -60,11 +60,13 @@ class _WolfRendererState extends State<WolfRenderer>
@override
void initState() {
super.initState();
_initGame(demo: widget.isDemo);
_initGame(widget.isShareware);
}
Future<void> _initGame({bool demo = true}) async {
gameMap = demo ? await WolfMap.loadDemo() : await WolfMap.load();
Future<void> _initGame(bool isShareware) async {
gameMap = isShareware
? await WolfMap.loadShareware()
: await WolfMap.loadRetail();
currentLevel = gameMap.levels[0].wallGrid;
doorManager.initDoors(currentLevel);
@@ -77,30 +79,35 @@ class _WolfRendererState extends State<WolfRenderer>
for (int x = 0; x < 64; x++) {
int objId = objectLevel[y][x];
if (objId >= MapObjectId.playerNorth &&
objId <= MapObjectId.playerWest) {
if (!MapObject.shouldSpawn(objId, widget.difficulty)) continue;
if (objId >= MapObject.playerNorth && objId <= MapObject.playerWest) {
double spawnAngle = 0.0;
switch (objId) {
case MapObjectId.playerNorth:
case MapObject.playerNorth:
spawnAngle = 3 * math.pi / 2;
break;
case MapObjectId.playerEast:
case MapObject.playerEast:
spawnAngle = 0.0;
break;
case MapObjectId.playerSouth:
case MapObject.playerSouth:
spawnAngle = math.pi / 2;
break;
case MapObjectId.playerWest:
case MapObject.playerWest:
spawnAngle = math.pi;
break;
}
player = Player(x: x + 0.5, y: y + 0.5, angle: spawnAngle);
player = Player(
x: x + 0.5,
y: y + 0.5,
angle: spawnAngle,
);
} else {
Entity? newEntity = EntityRegistry.spawn(
objId,
x + 0.5,
y + 0.5,
widget.difficulty.level,
widget.difficulty,
gameMap.sprites.length,
);
@@ -342,10 +349,10 @@ class _WolfRendererState extends State<WolfRenderer>
// Map ID 44 is usually the Ammo Clip in the Object Grid/Registry
Entity? droppedAmmo = EntityRegistry.spawn(
MapObjectId.ammoClip,
MapObject.ammoClip,
entity.x,
entity.y,
widget.difficulty.level,
widget.difficulty,
gameMap.sprites.length,
);
@@ -436,28 +443,17 @@ class _WolfRendererState extends State<WolfRenderer>
right: 0,
child: Center(
child: Transform.translate(
offset: Offset(
// Replaced hidden step variables with a direct intention check!
(inputManager.isMovingForward ||
inputManager.isMovingBackward)
? math.sin(
DateTime.now()
.millisecondsSinceEpoch /
100,
) *
12
: 0,
player.weaponAnimOffset,
),
offset: Offset(0, player.weaponAnimOffset),
child: SizedBox(
width: 500,
height: 500,
child: CustomPaint(
painter: WeaponPainter(
sprite:
gameMap.sprites[player
.currentWeapon
.currentSprite],
gameMap.sprites[player.currentWeapon
.getCurrentSpriteIndex(
gameMap.sprites.length,
)],
),
),
),

View File

@@ -1,8 +1,9 @@
import 'package:flutter/material.dart';
import 'package:wolf_dart/classes/sprite.dart';
import 'package:wolf_dart/features/renderer/color_palette.dart';
class WeaponPainter extends CustomPainter {
final List<List<int>> sprite;
final Sprite? sprite;
// Initialize a reusable Paint object and disable anti-aliasing to keep the
// pixels perfectly sharp and chunky.
@@ -14,6 +15,8 @@ class WeaponPainter extends CustomPainter {
@override
void paint(Canvas canvas, Size size) {
if (sprite == null) return;
// Calculate width and height separately in case the container isn't a
// perfect square
double pixelWidth = size.width / 64;
@@ -21,7 +24,7 @@ class WeaponPainter extends CustomPainter {
for (int x = 0; x < 64; x++) {
for (int y = 0; y < 64; y++) {
int colorByte = sprite[x][y];
int colorByte = sprite![x][y];
if (colorByte != 255) {
// 255 is our transparent magenta

View File

@@ -30,8 +30,24 @@ abstract class Weapon {
this.isAutomatic = true,
});
int get currentSprite =>
state == WeaponState.idle ? idleSprite : fireFrames[frameIndex];
int getCurrentSpriteIndex(int maxSprites) {
int baseSprite = state == WeaponState.idle
? idleSprite
: fireFrames[frameIndex];
// Retail VSWAP typically has exactly 436 sprites (indices 0 to 435).
// The 20 weapon sprites are ALWAYS placed at the very end of the sprite block.
// This dynamically aligns the base index to the end of any VSWAP file!
int dynamicOffset = 436 - maxSprites;
int calculatedIndex = baseSprite - dynamicOffset;
// Safety check!
if (calculatedIndex < 0 || calculatedIndex >= maxSprites) {
print("WARNING: Weapon sprite index $calculatedIndex out of bounds!");
return 0;
}
return calculatedIndex;
}
void releaseTrigger() {
_triggerReleased = true;