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kiss-vscode/projects/iso-rpg-engine/source/data/blades/Scenario.hx

202 lines
7.2 KiB
Haxe

package data.blades;
import kiss.ByteStream;
import data.blades.TileMap;
using StringTools;
class Scenario {
public var outdoorSections:TileArray<TileMap> = [];
public var towns:Array<TileMap> = [];
public var name = "";
public var description1 = "";
public var description2 = "";
public var credit1 = "";
public var credit2 = "";
public var intro:Array<Array<String>>;
function new() {
}
static var failed:Array<String> = [];
static var passed = 0;
static function assert(e:Bool, msg="") {
if (!e) {
failed.push(msg);
} else {
passed++;
};
}
public static function test() {
var scen = fromBasFile("Blades of Avernum Scenarios/Valley of Dying Things/valleydy.bas");
assert(scen.name == "Valley of Dying Things", '${scen.name} is the wrong title');
assert(scen.description1.startsWith("Everything in the valley is dying."), '${scen.description1} is the wrong description');
assert(scen.description2 == 'Can you cure them?', '${scen.description2} is the wrong description');
assert(scen.intro[0][0].startsWith("Adventurers, at last!"), 'problem with ${scen.intro[0][0]}');
assert(scen.intro[0][0].endsWith("rewards to earn!"), 'problem with ${scen.intro[0][0]}');
assert(scen.intro[0][1] == 'Soon you will be heroes, if you have anything to say about it.', 'problem with ${scen.intro[0][1]}');
assert(scen.intro[0][5] == 'Apparently, you are to go to Skylark Vale and investigate a minor plague or disaster or something. They aren\'t specific.', 'problem with ${scen.intro[0][5]}');
assert(scen.intro[1][2] == "You've just stayed the night in your room at the fort. You had a good night's sleep and a good meal. Now the sun is rising. Finally, it's time to go out and be heroes!", 'problem with ${scen.intro[1][2]}');
assert(scen.intro[1][3] == "", 'problem with ${scen.intro[1][3]}');
assert(scen.outdoorSections[0][0].script == "o00Northweste", 'problem with outdoor scripts[0][0]');
assert(scen.outdoorSections[2][2].script == "o22Valley Ent", 'problem with outdoor scripts[2][2]');
trace('$passed assertions passed');
if (failed.length > 0) {
trace('${failed.length} assertions failed: $failed');
Sys.exit(1);
}
}
public static function fromBasFile(file) {
var scen = new Scenario();
var stream = ByteStream.fromFile(file);
// TODO
stream.unknownBytes(11);
var numTowns = stream.readUInt16();
var outdoorWidth = stream.readUInt16();
var outdoorHeight = stream.readUInt16();
// TODO
stream.unknownBytes(5);
// scenario title, 49 char max, 0-terminated
scen.name = stream.readCString(49);
// in valleydy, it's 07 6C
// in stealth, it's 07 6D
stream.unknownBytes(2);
scen.description1 = stream.readCString();
stream.skipZeros();
scen.credit1 = stream.readCString();
stream.skipZeros();
// weirdly, this is the one that can be changed in the editor, and the only one to appear in "About this scenario"
scen.credit2 = stream.readCString();
stream.skipZeros();
// Weirdly, this doesn't seem to appear anywhere, but in the case of valleydy, it would make a punchier description
scen.description2 = stream.readCString();
stream.skipZeros();
// TODO in valleydy and stealth, it's 02 26 02 27 FF FF
stream.unknownBytes(6);
// Intro paragraphs are c-strings fitting in 16*16 bytes.
// After the 0 terminator there are usually junk characters.
// 3 pages of 6 paragraphs
scen.intro = [for (page in 0...3) {
[for (paragraph in 0...6)
stream.readCString(16*16-1)];
}];
// After the intro paragpraphs there are a lot of unknown bytes that could possibly be metadata of the first outdoor section's tiles
// 1D30 08 is the first outdoor section
stream.unknownUntil("0x1D38");
for (x in 0...outdoorWidth) {
scen.outdoorSections[x] = [];
}
// outdoor section rows
for (y in 0...outdoorHeight) {
for (x in 0...outdoorWidth) {
var outdoorWidth = 48;
var outdoorHeight = 48;
// section name, max length 19, followed by floor tile columns
// the type Outdoors(false) is temporary. the above/underground byte comes at the end
var sec = new TileMap(outdoorWidth, outdoorHeight, stream.readCString(19), Outdoors(false));
for (x in 0...outdoorWidth) {
for (y in 0...outdoorHeight) {
sec.setFloor(x, y, stream.readByte());
}
}
// floor heights
for (x in 0...outdoorWidth) {
for (y in 0...outdoorHeight) {
sec.setFloorHeight(x, y, stream.readByte());
}
}
// 1 byte of padding to align the int16s
// terrain
for (x in 0...outdoorWidth) {
for (y in 0...outdoorHeight) {
// these are big-endian
sec.setTerrain(x, y, 256 * stream.readByte() + stream.readByte());
}
}
stream.tracePosition();
// TODO Includes things like area descriptions and sign text.
// God, I hope this is a fixed length for all outdoor sections.
stream.unknownBytes(3620);
sec.script = stream.readCString(14);
sec.type = switch (stream.readByte()) {
case 0:
Outdoors(true);
case 1:
Outdoors(false);
default:
stream.tracePosition();
throw 'bad byte for aboveground/underground';
};
stream.paddingBytes(20);
scen.outdoorSections[x][y] = sec;
}
}
stream.tracePosition();
var townIdx = 0;
// TODO find an end condition for this loop
while (true) {
var name = stream.readCString();
// TODO I'm guessing these zeros identify light level, surface/underground,
// creature respawn chance, map size
stream.skipZeros();
var map = new TileMap(48, 48, name, Town(false, {wallSheet1: 601, wallSheet2: 600}));
scen.towns[townIdx++] = map;
// TODO don't
break;
}
// 1E274: Fort Talrus (name of town 0)
// 27866 bytes (medium town, 48x48)
// 24F4E: Sweetgrove
// 36826 bytes (large town, 64x64)
// 2DF28: Blinlock
// 72922 bytes (medium town, 48x48)
// well I guess that means they aren't uniform size between small/medium/large...
// 3FC02: Marralis
// (medium town, 48x48)
// TODO all the other stuff
return scen;
}
}