Load sprites

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 17:28:23 +01:00
parent 630f027b68
commit af17a0aaf7
2 changed files with 73 additions and 2 deletions

View File

@@ -39,4 +39,65 @@ class VswapParser {
return textures;
}
/// Extracts the compiled scaled sprites from VSWAP.WL1
static List<Matrix<int>> parseSprites(ByteData vswap) {
int chunks = vswap.getUint16(0, Endian.little);
int spriteStart = vswap.getUint16(2, Endian.little);
int soundStart = vswap.getUint16(4, Endian.little);
List<int> offsets = [];
for (int i = 0; i < chunks; i++) {
offsets.add(vswap.getUint32(6 + (i * 4), Endian.little));
}
List<Matrix<int>> sprites = [];
// Sprites are located between the walls and the sounds
for (int i = spriteStart; i < soundStart; i++) {
int offset = offsets[i];
if (offset == 0) continue; // Some chunks are empty placeholders
// Initialize the 64x64 grid with 255 (The Magenta Transparency Color!)
Matrix<int> sprite = List.generate(64, (_) => List.filled(64, 255));
int leftPix = vswap.getUint16(offset, Endian.little);
int rightPix = vswap.getUint16(offset + 2, Endian.little);
// Read the offsets for each vertical column of the sprite
List<int> colOffsets = [];
for (int x = leftPix; x <= rightPix; x++) {
colOffsets.add(
vswap.getUint16(offset + 4 + ((x - leftPix) * 2), Endian.little),
);
}
for (int x = leftPix; x <= rightPix; x++) {
int colOffset = colOffsets[x - leftPix];
if (colOffset == 0) continue;
int cmdOffset = offset + colOffset;
// Execute the column drawing commands
while (true) {
int endY = vswap.getUint16(cmdOffset, Endian.little);
if (endY == 0) break; // 0 marks the end of the column
endY ~/= 2; // Wolf3D stores Y coordinates multiplied by 2
int pixelOfs = vswap.getUint16(cmdOffset + 2, Endian.little);
int startY = vswap.getUint16(cmdOffset + 4, Endian.little);
startY ~/= 2;
for (int y = startY; y < endY; y++) {
// The Carmack 286 Hack: pixelOfs + y gives the exact byte address!
sprite[x][y] = vswap.getUint8(offset + pixelOfs + y);
}
cmdOffset += 6; // Move to the next 6-byte instruction
}
}
sprites.add(sprite);
}
return sprites;
}
}

View File

@@ -8,9 +8,14 @@ class WolfMap {
/// The fully parsed and decompressed levels from the game files.
final List<WolfLevel> levels;
final List<Matrix<int>> textures;
final List<Matrix<int>> sprites;
// A private constructor so we can only instantiate this from the async loader
WolfMap._(this.levels, this.textures);
WolfMap._(
this.levels,
this.textures,
this.sprites,
);
/// Asynchronously loads the map files and parses them into a new WolfMap instance.
static Future<WolfMap> load() async {
@@ -22,8 +27,13 @@ class WolfMap {
// 2. Parse the data using the parser we just built
final parsedLevels = WolfMapParser.parseMaps(mapHead, gameMaps);
final parsedTextures = VswapParser.parseWalls(vswap);
final parsedSprites = VswapParser.parseSprites(vswap);
// 3. Return the populated instance!
return WolfMap._(parsedLevels, parsedTextures);
return WolfMap._(
parsedLevels,
parsedTextures,
parsedSprites,
);
}
}