@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user