cd8d566d82
Порт PoP на Sprinter. Текущий PoC — applications/PoP/roomtest/: комната 1 (фон-композиция тайлов) + Kid с управлением на raw-клавиатуре и коллизией с картой. - roomtest — pop_bg (фон), pop_kid (спрайты Kid, column-major флип, seqtbl-анимация), pop_ctrl (порт control() PoP на held-state kbd_raw), pop_map (коллизия seg004/005: бег/стоп у стены, падение/приземление, отскок seq_47, вертикальный прыжок K4.1). MEMORY=small (DATA сразу за CODE, ~23КБ кода не лезет в huge). - toolchain (PoP) — pop_pack_kid/pop_pack_bg/render_room/extract — распаковка res-графики MSDOS в атласы + композиция комнат. - toolchain/ (корень) — make_hdd.sh (быстрый HDD-тест вместо FDD), png_strip.py / room_compose.py (ассет-пайплайн). - docs — PORT_PLAN, KID_PLAN, форматы ресурсов (Apple II / MSDOS / DAT). - bgtest/coltest/poc — ранние PoC (фон, коллизия, первый прототип). .gitignore: build-артефакты applications/*/*/*; исключены внешние референс-репозитории (SDLPoP/mininim/PR/Apple-II — свои git-клоны) и оригинальные game-данные MSDOS/ (копирайт, только для реверса форматов). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
843 lines
39 KiB
Python
Executable File
843 lines
39 KiB
Python
Executable File
#!/usr/bin/env python3
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"""
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Parse SDLPoP level file (res2001.bin) and render the first room by
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faithfully replaying the tile-drawing logic of seg008.c (draw_room/draw_tile).
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Pixel model (from seg008.c):
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- screen is 320px wide, 10 columns.
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- col_xh[col] = {0,4,8,12,16,20,24,28,32,36}; x_px = xh*8 -> 0,32,64,...,288
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(tile column is 32px; the 4px offset handles overlap of floor/wall edges)
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- rows drawn 2,1,0 (bottom..top). For each row:
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draw_bottom_y = 63*drawn_row + 65
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draw_main_y = draw_bottom_y - 3
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row2 -> bottom_y=191, row1 -> 128, row0 -> 65
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- a tile sprite of height h drawn at ybottom is placed with its BOTTOM at ybottom:
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y = ybottom - h + 1
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We replay draw_tile() which composites (in order):
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floorright, anim_topright, right, anim_right, bottom, loose, base, anim, fore
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Dependencies on NEIGHBOURS:
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- tile_left = tile in the column to the left (same room, same row)
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- row_below_left_[col] = tile in (room_below, col-1, row_below) -> for topright/floorright
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- For a single room with no links we treat out-of-range neighbours as walls
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(level edges), matching SDLPoP's custom->drawn_tile_*_level_edge defaults
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(left = wall, top = floor).
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We ignore animated variants (spike frames, chomper, torch flames, gate
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animation) for this first static render; they use curr_modifier/backtable.
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"""
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import os
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from PIL import Image
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LEVEL_DIR = "/Users/alex/Projects/DIY/Z80/Sprinter/C-Compiler/applications/PoP/SDLPoP/data/LEVELS"
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VPALACE_DIR = "/Users/alex/Projects/DIY/Z80/Sprinter/C-Compiler/applications/PoP/SDLPoP/data/VPALACE"
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VDUNGEON_DIR = "/Users/alex/Projects/DIY/Z80/Sprinter/C-Compiler/applications/PoP/SDLPoP/data/VDUNGEON"
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# For dungeon levels (tbl_level_type == 0) the environment sprites come from
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# VDUNGEON where present, otherwise fall back to the shared VPALACE set
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# (PRINCE.DAT common images). For palace levels use VPALACE only.
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IS_DUNGEON = True # room 1 (res2001) is the dungeon
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# tile_table[code] = (base_id, floor_left, base_y, right_id, floor_right,
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# right_y, stripe_id, topright_id, bottom_id, fore_id,
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# fore_x, fore_y)
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TILE_TABLE = [
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( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), # 0x00 empty
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( 41, 1, 0, 42, 1, 2, 145, 0, 43, 0, 0, 0), # 0x01 floor
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(127, 1, 0, 133, 1, 2, 145, 0, 43, 0, 0, 0), # 0x02 spike
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( 92, 1, 0, 93, 1, 2, 0, 94, 43, 95, 1, 0), # 0x03 pillar
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( 46, 1, 0, 47, 1, 2, 0, 48, 43, 49, 3, 0), # 0x04 gate
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( 41, 1, 1, 35, 1, 3, 145, 0, 36, 0, 0, 0), # 0x05 stuck floor
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( 41, 1, 0, 42, 1, 2, 145, 0, 96, 0, 0, 0), # 0x06 close button
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( 46, 1, 0, 0, 0, 2, 0, 0, 43, 49, 3, 0), # 0x07 door top with floor
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( 86, 1, 0, 87, 1, 2, 0, 0, 43, 88, 1, 0), # 0x08 big pillar bottom
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( 0, 0, 0, 89, 0, 3, 0, 90, 0, 91, 1, 3), # 0x09 big pillar top
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( 41, 1, 0, 42, 1, 2, 145, 0, 43, 12, 2, -3), # 0x0A potion
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( 0, 1, 0, 0, 0, 0, 145, 0, 0, 0, 0, 0), # 0x0B loose floor
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( 0, 0, 0, 0, 0, 2, 0, 0, 85, 49, 3, 0), # 0x0C door top
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( 75, 1, 0, 42, 1, 2, 0, 0, 43, 77, 0, 0), # 0x0D mirror
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( 97, 1, 0, 98, 1, 2, 145, 0, 43, 100, 0, 0), # 0x0E debris
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(147, 1, 0, 42, 1, 1, 145, 0, 149, 0, 0, 0), # 0x0F open button
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( 41, 1, 0, 37, 0, 0, 0, 38, 43, 0, 0, 0), # 0x10 leveldoor left
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( 0, 0, 0, 39, 1, 2, 0, 40, 43, 0, 0, 0), # 0x11 leveldoor right
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( 0, 0, 0, 42, 1, 2, 145, 0, 43, 0, 0, 0), # 0x12 chomper
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( 41, 1, 0, 42, 1, 2, 0, 0, 43, 0, 0, 0), # 0x13 torch
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( 0, 0, 0, 1, 1, 2, 0, 2, 0, 0, 0, 0), # 0x14 wall
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( 30, 1, 0, 31, 1, 2, 0, 0, 43, 0, 0, 0), # 0x15 skeleton
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( 41, 1, 0, 42, 1, 2, 145, 0, 43, 0, 0, 0), # 0x16 sword
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( 41, 1, 0, 10, 0, 0, 0, 11, 43, 0, 0, 0), # 0x17 balcony left
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( 0, 0, 0, 12, 1, 2, 0, 13, 43, 0, 0, 0), # 0x18 balcony right
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( 92, 1, 0, 42, 1, 2, 145, 0, 43, 95, 1, 0), # 0x19 lattice pillar
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( 1, 0, 0, 0, 0, 0, 0, 0, 2, 9, 0, -53), # 0x1A lattice down
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( 3, 0, -10, 0, 0, 0, 0, 0, 0, 9, 0, -53), # 0x1B lattice small
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( 4, 0, -10, 0, 0, 0, 0, 0, 0, 9, 0, -53), # 0x1C lattice left
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( 5, 0, -10, 0, 0, 0, 0, 0, 0, 9, 0, -53), # 0x1D lattice right
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( 97, 1, 0, 98, 1, 2, 0, 0, 43, 100, 0, 0), # 0x1E debris with torch
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]
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TILE_NAMES = {
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0x00: "empty", 0x01: "floor", 0x02: "spike", 0x03: "pillar",
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0x04: "gate", 0x05: "stuck_floor", 0x06: "close_button", 0x07: "door_top_floor",
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0x08: "big_pillar_bottom", 0x09: "big_pillar_top", 0x0A: "potion",
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0x0B: "loose_floor", 0x0C: "door_top", 0x0D: "mirror", 0x0E: "debris",
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0x0F: "open_button", 0x10: "leveldoor_left", 0x11: "leveldoor_right",
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0x12: "chomper", 0x13: "torch", 0x14: "wall", 0x15: "skeleton",
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0x16: "sword", 0x17: "balcony_left", 0x18: "balcony_right",
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0x19: "lattice_pillar", 0x1A: "lattice_down", 0x1B: "lattice_small",
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0x1C: "lattice_left", 0x1D: "lattice_right", 0x1E: "debris_torch",
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}
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COL_XH = [0, 4, 8, 12, 16, 20, 24, 28, 32, 36]
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# chtab -> directory/subfolder + id offset
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# id_chtab_6_environment -> VPALACE, res(200+id).png
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# id_chtab_7_environmentwall -> VPALACE (wall images also here, res(200+id))
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# id_chtab_1_flameswordpotion -> flames etc (skipped in static render)
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CHTAB_ENV = 6
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CHTAB_WALL = 7
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CHTAB_FSP = 1 # flames/sword/potion (animated, skipped)
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# ---- POP1 level file structure (see POP-DAT-FormatSpecifications.txt, sec 3.4) ----
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# Block layout (for the standard 2305-byte level):
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# 0 .. 720 pop1 foretable (24 rooms x 30 bytes)
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# 720 .. 1440 pop1 backtable (24 rooms x 30 bytes)
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# 1440 .. 1696 door I (256 bytes, one per event line)
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# 1696 .. 1952 door II (256 bytes)
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# 1952 .. 2048 links (24 rooms x 4 bytes: L,R,Up,Dn)
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# 2048 .. 2112 unknown I
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# 2112 .. 2115 start position (room, location, direction)
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# 2115 .. 2116 unknown II
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# 2116 .. 2119 unknown III
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# 2119 .. 2143 guard location (24)
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# 2143 .. 2167 guard direction (24)
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# 2167 .. 2191 unknown IV (a)
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# 2191 .. 2215 unknown IV (b)
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# 2215 .. 2239 guard skill (24)
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# 2239 .. 2263 unknown IV (c)
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# 2263 .. 2287 guard colour (24)
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# 2287 .. 2303 unknown IV (d)
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# 2303 .. 2305 0F 09
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# foretable byte format: rrmccccc (2 random bits, 1 modifier bit, 5 code bits)
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FG_RAND_MASK = 0xC0
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FG_MODBIT_MASK = 0x20
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FG_CODE_MASK = 0x1F
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# backtable: a tile modifier that depends on the group of the foretable code.
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# group ids map foretable code -> "group" used to interpret backtable value.
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# (see Table 7/8). We only need the group for door/event interpretation.
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GROUP_OF_CODE = {
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0x00: "free", 0x01: "free", 0x02: "spike", 0x03: "none",
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0x04: "gate", 0x05: "none", 0x06: "event", 0x07: "tapest",
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0x08: "none", 0x09: "none", 0x0A: "potion", 0x0B: "none",
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0x0C: "ttop", 0x0D: "none", 0x0E: "none", 0x0F: "event",
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0x10: "none", 0x11: "none", 0x12: "chomp", 0x13: "none",
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0x14: "wall", 0x15: "none", 0x16: "none", 0x17: "none",
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0x18: "none", 0x19: "none", 0x1A: "none", 0x1B: "none",
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0x1C: "none", 0x1D: "none", 0x1E: "none", 0x1F: "none",
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}
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# backtable modifier meanings per group (subset, from Table 8):
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GATE_MOD = {0: "closed", 1: "open", 2: "with_lattice", 3: "alt_design"}
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TTOP_MOD = {0: "normal", 1: "black", 2: "empty", 3: "?3", 4: "?4", 5: "?5", 6: "?6", 7: "?7"}
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SPIKE_MOD = {0: "normal", 1: "barely_out", 2: "half_out", 3: "fully_out"}
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CHOMP_MOD = {0: "normal", 1: "barely_out", 2: "half_out", 3: "fully_out", 4: "out?"}
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POTION_MOD = {0: "blue", 1: "no_blue", 2: "window", 3: "spot?"}
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TAPEST_MOD = {0: "normal", 1: "alt_design", 2: "black", 3: "empty"}
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EVENT_MOD_DESC = { # group "event": the backtable byte IS the event id
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0: "closer", 1: "opener",
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}
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class Level:
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"""Full parsed POP1 level file."""
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def __init__(self, data):
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self.data = data
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self.rooms_fg = {} # room -> list[30] of (fg_byte, code, modbit)
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self.rooms_bg = {} # room -> list[30] of backtable byte
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for room in range(1, 25):
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fg = []; bg = []
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for off in range(30):
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i = (room - 1) * 30 + off
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fb = data[i]; bb = data[720 + i]
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fg.append((fb, fb & FG_CODE_MASK, (fb & FG_MODBIT_MASK) >> 5))
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bg.append(bb)
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self.rooms_fg[room] = fg
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self.rooms_bg[room] = bg
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# door I / II (event lines 0..255)
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self.door_i = data[1440:1696]
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self.door_ii = data[1696:1952]
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# links: 24 rooms x (L,R,Up,Dn)
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self.links = {}
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for room in range(1, 25):
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b = data[1952 + (room - 1) * 4: 1952 + (room - 1) * 4 + 4]
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self.links[room] = tuple(b) # (left, right, up, down)
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# start position
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self.start = tuple(data[2112:2115])
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# guards
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self.guard_loc = list(data[2119:2143])
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self.guard_dir = list(data[2143:2167])
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self.guard_skill = list(data[2215:2239])
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self.guard_colour = list(data[2263:2287])
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def door_for_event(self, event_id):
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"""Decode door I/II for an event line -> (room, location, trigger_next)."""
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bi = self.door_i[event_id]
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bii = self.door_ii[event_id]
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# Byte I: t1 s4 s5 l1 l2 l3 l4 l5
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t1 = (bi >> 7) & 1
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s4 = (bi >> 6) & 1
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s5 = (bi >> 5) & 1
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l1 = (bi >> 4) & 1
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l2 = (bi >> 3) & 1
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l3 = (bi >> 2) & 1
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l4 = (bi >> 1) & 1
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l5 = bi & 1
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# Byte II: s1 s2 s3 00000
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s1 = (bii >> 7) & 1
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s2 = (bii >> 6) & 1
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s3 = (bii >> 5) & 1
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screen = (s1 << 4) | (s2 << 3) | (s3 << 2) | (s4 << 1) | s5
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loc = (l1 << 4) | (l2 << 3) | (l3 << 2) | (l4 << 1) | l5
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return screen, loc, t1
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def backtable_desc(self, code, bb):
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grp = GROUP_OF_CODE.get(code, "none")
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tbl = {"gate": GATE_MOD, "ttop": TTOP_MOD, "spike": SPIKE_MOD,
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"chomp": CHOMP_MOD, "potion": POTION_MOD, "tapest": TAPEST_MOD}
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if code == 0x06 or code == 0x0F: # event group
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act = EVENT_MOD_DESC.get(bb & 1, "?")
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return f"event(id={bb}, {act})"
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if grp in tbl:
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return tbl[grp].get(bb, f"?0x{bb:02X}")
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return f"0x{bb:02X}"
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class Room:
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def __init__(self, level, room_num):
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self.level = level
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self.room_num = room_num
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self.fg = level.rooms_fg[room_num]
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self.bg = level.rooms_bg[room_num]
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self.left_room = None # соседняя комната слева (link L); load_leftroom
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def tile(self, row, col):
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"""Return (code, fg_byte, modbit, backtable_byte) for an in-room tile.
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Out-of-range neighbours follow seg008 defaults:
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col<0 -> берётся из ЛЕВОЙ комнаты (col 9), как load_leftroom();
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если левой комнаты нет — уровневая кромка = стена (20).
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row<0 -> top level edge = floor (code 1, mod 0)
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"""
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if col < 0:
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if self.left_room is not None and 0 <= row < 3:
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return self.left_room.tile(row, 9)
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return 20, 0, 0, 0
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if row < 0:
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return 1, 0, 0, 0
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if not (0 <= row < 3 and 0 <= col < 10):
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return 20, 0, 0, 0
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i = row * 10 + col
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fb, code, mbit = self.fg[i]
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return code, fb, mbit, self.bg[i]
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# Log of every sprite loaded during a render, for the per-tile report.
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SPRITE_LOG = []
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def load_sprite(id, chtab=CHTAB_ENV, reason=""):
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"""Load resource PNG для картинки id из набора chtab.
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База ресурса зависит от chtab (seg000.c:1109/1122):
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chtab_6 environment -> res(200+id)
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chtab_7 environmentwall -> res(360+id)
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chtab_1 flame/sword/pot -> res(150+id) (анимация, статикой не грузим)
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Dungeon (IS_DUNGEON) cascade: try VDUNGEON first (dungeon-specific
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overrides), then fall back to VPALACE (shared base set).
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"""
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if id <= 0:
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return None
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base = {CHTAB_ENV: 200, CHTAB_WALL: 360, CHTAB_FSP: 150}.get(chtab, 200)
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fname = f"res{base + id}.png"
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if IS_DUNGEON:
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vd = os.path.join(VDUNGEON_DIR, fname)
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if os.path.exists(vd):
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try:
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img = Image.open(vd).convert("RGBA")
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CURRENT_TILE_LOG.append((id, "VDUNGEON", reason))
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return img
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except Exception:
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pass
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vp = os.path.join(VPALACE_DIR, fname)
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try:
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img = Image.open(vp).convert("RGBA")
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CURRENT_TILE_LOG.append((id, "VPALACE", reason))
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return img
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except FileNotFoundError:
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CURRENT_TILE_LOG.append((id, "MISSING", reason))
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return None
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def blit(canvas, img, x, y):
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"""Composite img onto canvas at (x,y) using its alpha as mask (draw_main style)."""
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if img is None:
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return
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w, h = img.size
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if x + w <= 0 or y + h <= 0 or x >= canvas.width or y >= canvas.height:
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return
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canvas.alpha_composite(img, (x, y))
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def blit_black(canvas, img, x, y):
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"""blitters_9_black (seg008.c:1054): рисует МАСКУ спрайта ЧЁРНЫМ —
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непрозрачная область формы заливается чёрным (тень-силуэт), а не
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пикселями картинки. Используется для floor-right в draw_tile_floorright
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(тень уступа тайла снизу-слева)."""
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if img is None:
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return
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w, h = img.size
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if x + w <= 0 or y + h <= 0 or x >= canvas.width or y >= canvas.height:
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return
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alpha = img.split()[3]
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solid = Image.new("RGBA", img.size, (0, 0, 0, 255))
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canvas.alpha_composite(Image.composite(solid, Image.new("RGBA", img.size, (0, 0, 0, 0)), alpha), (x, y))
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# ---- Dungeon wall_pattern() (seg008.c:1928) ----
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# PRNG: seg009.c:321 random_seed = random_seed*214013 + 2531011; return (random_seed>>16) % (max+1)
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_random_seed = 0
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def prandom(maxval):
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global _random_seed
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_random_seed = (_random_seed * 214013 + 2531011) & 0xFFFFFFFF
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return (_random_seed >> 16) % (maxval + 1)
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# wall sprite ids (chtab_7 / RSET_WALL = 7) res(200+id).png
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RES_WALL_FACE_MAIN, RES_WALL_FACE_TOP, RES_WALL_CENTRE_BASE, RES_WALL_CENTRE_MAIN = 1, 2, 3, 4
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RES_WALL_RIGHT_BASE, RES_WALL_RIGHT_MAIN, RES_WALL_SINGLE_BASE, RES_WALL_SINGLE_MAIN = 5, 6, 7, 8
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RES_WALL_LEFT_BASE, RES_WALL_LEFT_MAIN, RES_WALL_DIVIDER1, RES_WALL_DIVIDER2 = 9, 10, 11, 12
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RES_WALL_RNDBLOCK = 13
|
||
RES_WALL_MARK_TL, RES_WALL_MARK_BL, RES_WALL_MARK_TR, RES_WALL_MARK_BR = 14, 15, 16, 17
|
||
|
||
WALL_MODIFIER_SWS, WALL_MODIFIER_SWW, WALL_MODIFIER_WWS, WALL_MODIFIER_WWW = 0, 1, 2, 3
|
||
|
||
# Сплошная грань стены (chtab_7), индекс = wall_modifier (seg008.c:567/687):
|
||
WALL_FRAM_BOTTOM = [7, 9, 5, 3] # нижняя часть (draw_tile_bottom)
|
||
WALL_FRAM_MAIN = [8, 10, 6, 4] # основная часть (draw_tile_fore)
|
||
|
||
LPOS = [58, 41, 37, 20, 16] # draw_left_mark vertical offsets
|
||
RPOS = [52, 42, 31, 21] # draw_right_mark vertical offsets
|
||
|
||
TBL_LINE = [0, 10, 20] # смещение строки в 30-тайловом массиве комнаты
|
||
|
||
|
||
def wall_modifier(room, drawn_row, col):
|
||
"""Модификатор стены (SWS/SWW/WWS/WWW = 0..3) по соседям слева/справа.
|
||
seg008.c:1255-1305 (без USE_FAKE_TILES): сосед считается стеной, если
|
||
его тип == wall(20). На кромке комнаты без линка сосед по умолчанию
|
||
считается стеной (wall_to_left/right = 1)."""
|
||
left_code = room.tile(drawn_row, col - 1)[0] if col > 0 else 20
|
||
right_code = room.tile(drawn_row, col + 1)[0] if col < 9 else 20
|
||
wall_left = (left_code == 20)
|
||
wall_right = (right_code == 20)
|
||
if wall_left and wall_right:
|
||
return WALL_MODIFIER_WWW # 3
|
||
if wall_left:
|
||
return WALL_MODIFIER_WWS # 2
|
||
if wall_right:
|
||
return WALL_MODIFIER_SWW # 1
|
||
return WALL_MODIFIER_SWS # 0
|
||
|
||
|
||
def _wall_add(canvas, which_table, id, xh, xl, ybottom, reason):
|
||
"""Emulate ptr_add_table(RSET_WALL, id, xh, xl, ybottom, blit, 0).
|
||
which_table 0 -> backtable (blit transparent), 1 -> foretable.
|
||
RSET_WALL id -> res(200+id).png, cascade VDUNGEON->VPALACE."""
|
||
img = load_sprite(id, CHTAB_WALL, reason=reason)
|
||
if img is None:
|
||
return
|
||
y = ybottom - img.height + 1
|
||
x = xh * 8 + xl
|
||
blit(canvas, img, x, y)
|
||
|
||
|
||
def draw_left_mark(canvas, decal_variant, arg2, arg1, drawn_row, col):
|
||
image_id = RES_WALL_MARK_TL
|
||
if decal_variant % 2:
|
||
image_id = RES_WALL_MARK_BL
|
||
lv2 = 0
|
||
if decal_variant > 3:
|
||
lv2 = arg1 + 6
|
||
elif decal_variant > 1:
|
||
lv2 = arg2 + 6
|
||
xh = COL_XH[col]
|
||
draw_bottom_y = 63 * drawn_row + 65
|
||
_wall_add(canvas, 1, image_id, xh + (1 if decal_variant in (2, 3) else 0),
|
||
lv2, draw_bottom_y - LPOS[decal_variant],
|
||
reason=f"wall left-mark var{decal_variant}")
|
||
|
||
|
||
def draw_right_mark(canvas, decal_variant, arg1, drawn_row, col):
|
||
image_id = RES_WALL_MARK_TR
|
||
if decal_variant % 2:
|
||
image_id = RES_WALL_MARK_BR
|
||
a = 24 if decal_variant < 2 else arg1 - 3
|
||
xh = COL_XH[col]
|
||
draw_bottom_y = 63 * drawn_row + 65
|
||
_wall_add(canvas, 1, image_id, xh + (1 if decal_variant > 1 else 0),
|
||
a, draw_bottom_y - RPOS[decal_variant],
|
||
reason=f"wall right-mark var{decal_variant}")
|
||
|
||
|
||
def wall_pattern(canvas, room, drawn_row, col, which_part, which_table):
|
||
"""Replay seg008.c wall_pattern() for a dungeon wall tile.
|
||
which_part: 0 = bottom part (draw_tile_bottom), 1 = fore part (draw_tile_fore).
|
||
which_table: 0 = backtable, 1 = foretable."""
|
||
global _random_seed
|
||
xh = COL_XH[col]
|
||
draw_bottom_y = 63 * drawn_row + 65
|
||
draw_main_y = draw_bottom_y - 3
|
||
|
||
saved_seed = _random_seed
|
||
# seg008.c:1941 — зерно зависит от НОМЕРА КОМНАТЫ (не строки!):
|
||
# random_seed = drawn_room + tbl_line[drawn_row] + drawn_col
|
||
room_num = getattr(room, "room_num", 1)
|
||
_random_seed = room_num + TBL_LINE[drawn_row] + col
|
||
prandom(1) # discard
|
||
is_dungeon = IS_DUNGEON
|
||
|
||
middle_divider = prandom(1)
|
||
middle_divider_offset = prandom(4)
|
||
bottom_divider = prandom(1)
|
||
bottom_divider_offset = prandom(4)
|
||
|
||
# Модификатор стены (какие соседи — стены) — тот же, что для сплошной грани.
|
||
bg = wall_modifier(room, drawn_row, col)
|
||
|
||
if bg == WALL_MODIFIER_WWW:
|
||
if which_part != 0:
|
||
if prandom(4) == 0:
|
||
_wall_add(canvas, which_table, RES_WALL_RNDBLOCK, xh, 0,
|
||
draw_bottom_y - 42, reason="wall rndblock")
|
||
_wall_add(canvas, which_table, RES_WALL_DIVIDER1 + middle_divider, xh + 1,
|
||
middle_divider_offset, draw_bottom_y - 21, reason="wall middle-divider")
|
||
_wall_add(canvas, which_table, RES_WALL_DIVIDER1 + bottom_divider, xh,
|
||
bottom_divider_offset, draw_bottom_y, reason="wall bottom-divider")
|
||
if which_part != 0 and is_dungeon:
|
||
if prandom(4) == 0:
|
||
draw_right_mark(canvas, prandom(3), middle_divider_offset, drawn_row, col)
|
||
if prandom(4) == 0:
|
||
draw_left_mark(canvas, prandom(4),
|
||
middle_divider_offset - middle_divider,
|
||
bottom_divider_offset - bottom_divider, drawn_row, col)
|
||
elif bg == WALL_MODIFIER_SWS:
|
||
if is_dungeon and which_part != 0:
|
||
if prandom(6) == 0:
|
||
draw_left_mark(canvas, prandom(1),
|
||
middle_divider_offset - middle_divider,
|
||
bottom_divider_offset - bottom_divider, drawn_row, col)
|
||
elif bg == WALL_MODIFIER_SWW:
|
||
if which_part != 0:
|
||
if prandom(4) == 0:
|
||
_wall_add(canvas, which_table, RES_WALL_RNDBLOCK, xh, 0,
|
||
draw_bottom_y - 42, reason="wall rndblock")
|
||
_wall_add(canvas, which_table, RES_WALL_DIVIDER1 + middle_divider, xh + 1,
|
||
middle_divider_offset, draw_bottom_y - 21, reason="wall middle-divider")
|
||
if is_dungeon:
|
||
if prandom(4) == 0:
|
||
draw_right_mark(canvas, prandom(3), middle_divider_offset, drawn_row, col)
|
||
if prandom(4) == 0:
|
||
draw_left_mark(canvas, prandom(3),
|
||
middle_divider_offset - middle_divider,
|
||
bottom_divider_offset - bottom_divider, drawn_row, col)
|
||
elif bg == WALL_MODIFIER_WWS:
|
||
if which_part != 0:
|
||
_wall_add(canvas, which_table, RES_WALL_DIVIDER1 + middle_divider, xh + 1,
|
||
middle_divider_offset, draw_bottom_y - 21, reason="wall middle-divider")
|
||
_wall_add(canvas, which_table, RES_WALL_DIVIDER1 + bottom_divider, xh,
|
||
bottom_divider_offset, draw_bottom_y, reason="wall bottom-divider")
|
||
if which_part != 0 and is_dungeon:
|
||
if prandom(4) == 0:
|
||
draw_right_mark(canvas, prandom(1) + 2, middle_divider_offset, drawn_row, col)
|
||
if prandom(4) == 0:
|
||
draw_left_mark(canvas, prandom(4),
|
||
middle_divider_offset - middle_divider,
|
||
bottom_divider_offset - bottom_divider, drawn_row, col)
|
||
|
||
_random_seed = saved_seed
|
||
|
||
|
||
# Per-tile sprite log: draw_tile resets CURRENT_TILE_LOG, load_sprite appends to it.
|
||
CURRENT_TILE_LOG = []
|
||
TILE_LOGS = {} # (row, col) -> list of (id, source, reason)
|
||
|
||
# seg008.c:1108 — вертикальные слайсы решётки ворот (portcullis).
|
||
DOOR_FRAM_SLICE = [67, 59, 58, 57, 56, 55, 54, 53, 52]
|
||
# seg008.c:517 — правый край шипов по кадру get_spike_frame.
|
||
SPIKES_FRAM_RIGHT = [0, 134, 135, 136, 137, 138, 137, 135, 134, 0]
|
||
# seg008.c:450 — «blueline»-декали на ЗАДНЕЙ стене (силуэты кладки/окна),
|
||
# рисуются правым соседом по МОДИФИКАТОРУ соседа слева:
|
||
# tile_left == empty -> blueline_fram1[mod] (окно/решётка-фрагменты 124..126)
|
||
# на высоте blueline_fram_y[mod] + main_y;
|
||
# tile_left == floor -> blueline_fram3[mod] (кирпичные силуэты 44/45)
|
||
# на main_y - 20 (если mod != !!level_type).
|
||
BLUELINE_FRAM1 = [0, 124, 125, 126]
|
||
BLUELINE_FRAM_Y = [0, -20, -20, 0]
|
||
BLUELINE_FRAM3 = [44, 44, 45, 45]
|
||
|
||
|
||
def draw_gate_back(canvas, modifier_left, draw_xh, draw_bottom_y, draw_main_y):
|
||
"""seg008.c:1110 draw_gate_back — портикулис (решётка) ворот. Рисуется
|
||
на тайле СПРАВА от ворот (draw_tile_anim_right, tile_left==gate). У нас
|
||
это col 0 room1, где сосед слева — ворота из room 5. modifier_left —
|
||
модификатор тайла-ворот (степень поднятия решётки)."""
|
||
x = draw_xh * 8
|
||
gate_top_y = draw_bottom_y - 62
|
||
gate_openness = (min(modifier_left, 188) >> 2) + 1
|
||
gate_bottom_y = draw_main_y - gate_openness
|
||
if gate_bottom_y + 12 < draw_main_y:
|
||
img = load_sprite(50, reason="gate bottom+B") # gate поднята высоко
|
||
if img:
|
||
blit(canvas, img, x, gate_bottom_y - img.height + 1)
|
||
else:
|
||
# id 47 (правая грань ворот) уже рисует draw_tile_right — не дублируем.
|
||
img = load_sprite(51, reason="gate bottom")
|
||
if img:
|
||
blit(canvas, img, x, (gate_bottom_y - 2) - img.height + 1)
|
||
# Стек 8px-слайсов решётки снизу вверх.
|
||
ybottom = gate_bottom_y - 12
|
||
if ybottom < 192:
|
||
while ybottom >= 0 and ybottom > 7 and (ybottom - 7) > gate_top_y:
|
||
img = load_sprite(52, reason="gate slice 8px")
|
||
if img:
|
||
blit(canvas, img, x, ybottom - img.height + 1)
|
||
ybottom -= 8
|
||
gate_frame = ybottom - gate_top_y + 1
|
||
if 0 < gate_frame < 9:
|
||
img = load_sprite(DOOR_FRAM_SLICE[gate_frame], reason="gate top slice")
|
||
if img:
|
||
blit(canvas, img, x, ybottom - img.height + 1)
|
||
|
||
|
||
def draw_tile(canvas, room, drawn_row, col, left_edge_code=20):
|
||
global CURRENT_TILE_LOG
|
||
CURRENT_TILE_LOG = []
|
||
code, fg_byte, modbit, bg_mod = room.tile(drawn_row, col)
|
||
# tile_left: колонка слева. col-1 == -1 -> Room.tile берёт из левой
|
||
# комнаты (или уровневая кромка = стена), см. Room.tile / load_leftroom.
|
||
left_code, _, _, left_mod = room.tile(drawn_row, col - 1)
|
||
draw_xh = COL_XH[col]
|
||
x = draw_xh * 8
|
||
draw_bottom_y = 63 * drawn_row + 65
|
||
draw_main_y = draw_bottom_y - 3
|
||
|
||
# For topright/floorright we need the tile below-left.
|
||
# Room below = same room (no room links) -> row_below = drawn_row+1 if <3 else treat as empty/floor top edge.
|
||
row_below = drawn_row + 1
|
||
if row_below > 2:
|
||
# below the bottom row of the level: floor top edge
|
||
rbl_code, rbl_mod = 1, 0
|
||
else:
|
||
rbl_code, _, _, rbl_mod = room.tile(row_below, col - 1)
|
||
row_below_left_code = rbl_code
|
||
|
||
t = TILE_TABLE[code]
|
||
lt = TILE_TABLE[left_code]
|
||
|
||
# ---- draw_tile_floorright (seg008.c:392) ----
|
||
# Рисуется ТОЛЬКО когда can_see_bottomleft(): текущий тайл —
|
||
# empty/bigpillar_top/doortop/lattice_down. Иначе topright соседа
|
||
# снизу-слева перекрыт и рисовать его нельзя (иначе «арки» повсюду —
|
||
# это была главная причина замусоренного рендера).
|
||
if code in (0, 9, 12, 26): # can_see_bottomleft
|
||
_draw_topright(canvas, row_below_left_code, rbl_mod, x, draw_bottom_y,
|
||
reason=f"topright(below-left tile {row_below_left_code:02X})")
|
||
if lt[4]: # tile_table[tile_left].floor_right
|
||
# blitters_9_black: ЧЁРНЫЙ силуэт (тень уступа), не светлый спрайт.
|
||
img = load_sprite(42, reason=f"floor-right shadow(left tile {left_code:02X})")
|
||
blit_black(canvas, img, x, draw_main_y + TILE_TABLE[1][5] - (img.height if img else 0) + 1)
|
||
|
||
# ---- draw_tile_anim_topright ---- (gate top mask) - skipped: no anim
|
||
# ---- draw_tile_right (seg008.c:456) ----
|
||
if code != 20: # у самой стены правый край не рисуется
|
||
level_type = 0 if IS_DUNGEON else 1
|
||
if left_code == 20:
|
||
# сосед слева — стена: её правая грань в текущую колонку (chtab_7 id 1)
|
||
img = load_sprite(1, CHTAB_WALL, reason="wall right-face(left tile 14)")
|
||
ry = TILE_TABLE[20][5] # right_y стены = 2
|
||
blit(canvas, img, x, ry + draw_main_y - (img.height if img else 0) + 1)
|
||
elif left_code == 0:
|
||
# сосед слева — empty: фрагмент окна/решётки по его модификатору
|
||
if left_mod <= 3:
|
||
bid = BLUELINE_FRAM1[left_mod]
|
||
if bid:
|
||
img = load_sprite(bid, reason=f"blueline-window(left empty mod{left_mod})")
|
||
blit(canvas, img, x,
|
||
BLUELINE_FRAM_Y[left_mod] + draw_main_y - (img.height if img else 0) + 1)
|
||
elif left_code == 1:
|
||
# сосед слева — floor: правый треугольник (42) + СИЛУЭТ КЛАДКИ (44/45)
|
||
# на задней стене, если модификатор пола != !!level_type.
|
||
img = load_sprite(42, reason="floor-right(part of left tile 01)")
|
||
ry = TILE_TABLE[1][5] # right_y пола = 2
|
||
blit(canvas, img, x, ry + draw_main_y - (img.height if img else 0) + 1)
|
||
num = left_mod if left_mod <= 3 else 0
|
||
if num != level_type:
|
||
bid = BLUELINE_FRAM3[num]
|
||
img = load_sprite(bid, reason=f"brick-silhouette(left floor mod{num})")
|
||
blit(canvas, img, x, draw_main_y - 20 - (img.height if img else 0) + 1)
|
||
else:
|
||
rid = lt[3] # tile_left.right_id
|
||
if rid:
|
||
ry = lt[5]
|
||
img = load_sprite(rid, reason=f"right(part of left tile {left_code:02X})")
|
||
blit(canvas, img, x, ry + draw_main_y - (img.height if img else 0) + 1)
|
||
# stripe: only drawn when tbl_level_type != 0 (palace). Dungeon: skip.
|
||
sid = lt[6]
|
||
if sid and not IS_DUNGEON:
|
||
img = load_sprite(sid, reason=f"stripe(left tile {left_code:02X})")
|
||
blit(canvas, img, x, draw_main_y - 27 - (img.height if img else 0) + 1)
|
||
|
||
# ---- draw_tile_anim_right (seg008.c:530) ----
|
||
# «Анимированные» части соседа слева, проецируемые в текущий тайл.
|
||
# Статикой (кадр покоя) рисуем те, что формируют ГЕОМЕТРИЮ фона:
|
||
# gate -> решётка (portcullis) на границе с левой комнатой;
|
||
# loose -> правый треугольный край шаткой плиты (иначе провал в полу);
|
||
# spike -> статичный кадр шипов по модификатору.
|
||
# torch-flame/chomper — чистая анимация, пропускаем (отдельные sprite_t).
|
||
if left_code == 4: # tiles_4_gate
|
||
draw_gate_back(canvas, left_mod, draw_xh, draw_bottom_y, draw_main_y)
|
||
elif left_code == 11: # tiles_11_loose — правый край плиты (loose_fram_right[0]=42)
|
||
img = load_sprite(42, reason="loose right (part of left tile 0B)")
|
||
if img:
|
||
blit(canvas, img, x, (draw_bottom_y - 1) - img.height + 1)
|
||
elif left_code == 2: # tiles_2_spike — статичный кадр (spikes_fram_right)
|
||
sf = 5 if (left_mod & 0x80) else left_mod
|
||
sid = SPIKES_FRAM_RIGHT[sf] if 0 <= sf < len(SPIKES_FRAM_RIGHT) else 0
|
||
if sid:
|
||
img = load_sprite(sid, reason="spike right (part of left tile 02)")
|
||
if img:
|
||
blit(canvas, img, x, (draw_main_y - 7) - img.height + 1)
|
||
|
||
# ---- draw_tile_bottom (seg008.c:570) ----
|
||
if code == 20:
|
||
# Сплошная НИЖНЯЯ грань стены (chtab_7 wall_fram_bottom) + декали.
|
||
wmod = wall_modifier(room, drawn_row, col)
|
||
img = load_sprite(WALL_FRAM_BOTTOM[wmod], CHTAB_WALL, reason="wall bottom-face")
|
||
if img:
|
||
blit(canvas, img, x, draw_bottom_y - img.height + 1)
|
||
wall_pattern(canvas, room, drawn_row, col, 0, 0)
|
||
else:
|
||
bid = t[8]
|
||
img = load_sprite(bid, reason=f"bottom({TILE_NAMES.get(code,'?')})")
|
||
if img:
|
||
blit(canvas, img, x, draw_bottom_y - img.height + 1)
|
||
|
||
# ---- draw_loose (seg008.c:600) — статический кадр loose floor ----
|
||
# Нижняя часть шаткой плиты (loose_fram_bottom[0]=43) на draw_bottom_y.
|
||
if code == 11: # 0x0B loose floor
|
||
img = load_sprite(43, reason="loose bottom (draw_loose)")
|
||
if img:
|
||
blit(canvas, img, x, draw_bottom_y - img.height + 1)
|
||
|
||
# ---- draw_tile_base (seg008.c:611) ----
|
||
base_id = t[0]
|
||
base_y = t[2]
|
||
if code == 11: # loose floor: базовая (верхняя) часть = loose_fram_left[0] = 41
|
||
base_id = 41
|
||
img = load_sprite(base_id, reason=f"base({TILE_NAMES.get(code,'?')})")
|
||
if img:
|
||
blit(canvas, img, x, base_y + draw_main_y - img.height + 1)
|
||
|
||
# ---- draw_tile_anim ---- (spike/potion/chomper animated) skipped
|
||
|
||
# ---- draw_tile_fore (seg008.c:690) ----
|
||
if code == 20:
|
||
# Основная (средняя) грань стены (chtab_7 wall_fram_main) + декали/марки.
|
||
wmod = wall_modifier(room, drawn_row, col)
|
||
img = load_sprite(WALL_FRAM_MAIN[wmod], CHTAB_WALL, reason="wall main-face")
|
||
if img:
|
||
blit(canvas, img, x, draw_main_y - img.height + 1)
|
||
wall_pattern(canvas, room, drawn_row, col, 1, 1)
|
||
fid = t[9]
|
||
if fid:
|
||
# fore_x — в единицах xh (×8 пикс!), не в пикселях: seg008.c:743
|
||
# xh = fore_x + draw_xh, затем x = xh*8. fore_y — в пикселях.
|
||
fx = t[10] * 8 + x
|
||
fy = t[11] + draw_main_y
|
||
img = load_sprite(fid, reason=f"fore({TILE_NAMES.get(code,'?')})")
|
||
if img:
|
||
blit(canvas, img, fx, fy - img.height + 1)
|
||
|
||
# Save per-tile log (keyed by logical room position: row=drawn_row, col)
|
||
TILE_LOGS[(drawn_row, col)] = list(CURRENT_TILE_LOG)
|
||
|
||
|
||
def _draw_topright(canvas, tiletype, modifier, x, draw_bottom_y, reason=""):
|
||
if tiletype in (7, 12): # doortop_with_floor / doortop -> palace uses frame
|
||
return
|
||
elif tiletype == 20: # wall
|
||
img = load_sprite(2, CHTAB_WALL, reason=reason)
|
||
else:
|
||
tid = TILE_TABLE[tiletype][7]
|
||
if tid == 0:
|
||
return
|
||
img = load_sprite(tid, reason=reason)
|
||
if img:
|
||
blit(canvas, img, x, draw_bottom_y - img.height + 1)
|
||
|
||
|
||
def render_room(room_num):
|
||
with open(os.path.join(LEVEL_DIR, f"res{2000 + room_num}.bin"), "rb") as f:
|
||
data = f.read()
|
||
level = Level(data)
|
||
room = Room(level, room_num)
|
||
# load_leftroom(): левая комната по линку L — её col 9 виден на границе
|
||
# (col 0) текущей комнаты (напр. решётка ворот из соседней комнаты).
|
||
left_link = level.links[room_num][0]
|
||
if left_link:
|
||
room.left_room = Room(level, left_link)
|
||
|
||
canvas = Image.new("RGBA", (320, 192), (0, 0, 0, 0))
|
||
# rows drawn 2,1,0 (bottom first)
|
||
for drawn_row in (2, 1, 0):
|
||
for col in range(10):
|
||
draw_tile(canvas, room, drawn_row, col)
|
||
|
||
return canvas, room, level
|
||
|
||
|
||
def render_single_tile(code, modifier=0, left_code=20, below_left_code=1):
|
||
"""Render one tile in isolation on a 40x64 canvas (matching SDLPoP tile box)."""
|
||
TILE_W, TILE_H = 40, 64
|
||
canvas = Image.new("RGBA", (TILE_W, TILE_H), (0, 0, 0, 0))
|
||
# Place tile as if it were at drawn_row=2 (bottom), col=0
|
||
drawn_row = 2
|
||
col = 0
|
||
# Build a fake Room backed by single values
|
||
class FakeRoom:
|
||
def tile(self, r, c):
|
||
if c < 0:
|
||
return left_code, 0, 0, 0
|
||
if r < 0:
|
||
return 1, 0, 0, 0
|
||
if r == drawn_row and c == 0:
|
||
return code, 0, 0, modifier
|
||
return below_left_code, 0, 0, 0
|
||
room = FakeRoom()
|
||
draw_tile(canvas, room, drawn_row, col, left_edge_code=left_code)
|
||
return canvas
|
||
|
||
|
||
def main():
|
||
import sys
|
||
room_num = 1
|
||
if len(sys.argv) > 1:
|
||
room_num = int(sys.argv[1])
|
||
|
||
canvas, room, level = render_room(room_num)
|
||
out = f"./room{room_num}_render.png"
|
||
# Прозрачный фон (задняя чёрная стена, которую мы не рисуем) -> ЧЁРНЫМ,
|
||
# а не белым как показывает вьюер прозрачность. Композитим по альфе.
|
||
flat = Image.new("RGB", canvas.size, (0, 0, 0))
|
||
flat.paste(canvas, (0, 0), canvas)
|
||
flat.save(out)
|
||
print(f"Saved {out} ({canvas.width}x{canvas.height})")
|
||
|
||
# debug grid with code labels (на чёрном фоне)
|
||
from PIL import ImageDraw
|
||
dbg = flat.copy()
|
||
d = ImageDraw.Draw(dbg)
|
||
for r in range(3):
|
||
by = 63 * r + 65
|
||
for c in range(10):
|
||
x = COL_XH[c] * 8
|
||
d.rectangle([x, by - 63, x + 31, by], outline=(255, 0, 0), width=1)
|
||
code, _, _, _ = room.tile(r, c)
|
||
d.text((x + 2, by - 60), f"{code:02X}", fill=(255, 255, 0))
|
||
dbg.save(f"./room{room_num}_debug.png")
|
||
print(f"Saved room{room_num}_debug.png")
|
||
|
||
# Per-tile individual renders (the 30 tiles of the room)
|
||
# For proper neighbour context, render each tile inside its real room,
|
||
# then crop its 32x64 (40x64) column box.
|
||
tiles_dir = f"./tiles_room{room_num}"
|
||
os.makedirs(tiles_dir, exist_ok=True)
|
||
for r in range(3):
|
||
by = 63 * r + 65
|
||
for c in range(10):
|
||
x = COL_XH[c] * 8
|
||
code, _, _, _ = room.tile(r, c)
|
||
# crop the column box (40 wide to include left overlap, 64 tall above bottom)
|
||
box = (x, by - 64, x + 40, by)
|
||
tile_img = canvas.crop(box)
|
||
tile_img.save(os.path.join(tiles_dir, f"r{r}c{c}_{code:02X}.png"))
|
||
print(f"Saved 30 tile crops to {tiles_dir}/")
|
||
# Per-tile report: which images each tile pulls and why.
|
||
print()
|
||
print("=" * 78)
|
||
print(f"PER-TILE SPRITE REPORT (room {room_num}, {'DUNGEON' if IS_DUNGEON else 'PALACE'})")
|
||
print("=" * 78)
|
||
for r in range(3):
|
||
for c in range(10):
|
||
code, fg_byte, mbit, bb = room.tile(r, c)
|
||
name = TILE_NAMES.get(code, f"?0x{code:02X}")
|
||
btd = level.backtable_desc(code, bb)
|
||
line = (f"\n[{r},{c}] code=0x{code:02X} ({name}) "
|
||
f"fg=0x{fg_byte:02X} mbit={mbit} backtable=0x{bb:02X} ({btd})")
|
||
# If this tile is an event activator (group 'event'), show the door it drives.
|
||
if code in (0x06, 0x0F):
|
||
scr, loc, trig = level.door_for_event(bb)
|
||
line += f"\n -> DOOR EVENT id={bb}: screen={scr} loc={loc} trigger_next={trig}"
|
||
print(line)
|
||
logs = TILE_LOGS.get((r, c), [])
|
||
if not logs:
|
||
print(" (no sprites drawn)")
|
||
for sid, source, reason in logs:
|
||
print(f" res{200+sid:03d}.png <- {source:8s} {reason}")
|
||
print()
|
||
print("=" * 78)
|
||
|
||
# Level-level summary: start position, links, door events, guards.
|
||
print()
|
||
print("LEVEL STRUCTURE SUMMARY")
|
||
print("-" * 78)
|
||
print(f"start position: room={level.start[0]} loc={level.start[1]} dir={level.start[2]}")
|
||
links = level.links.get(room_num, (0, 0, 0, 0))
|
||
print(f"room {room_num} links: L={links[0]} R={links[1]} Up={links[2]} Dn={links[3]}")
|
||
# guard in this room
|
||
gi = room_num - 1
|
||
gloc = level.guard_loc[gi]
|
||
if gloc < 30:
|
||
gr, gc = gloc // 10, gloc % 10
|
||
print(f"guard: loc=tile(r{gr},c{gc}) dir={level.guard_dir[gi]} "
|
||
f"skill={level.guard_skill[gi]} colour={level.guard_colour[gi]}")
|
||
else:
|
||
print("guard: none")
|
||
# door events driven by any tile in this room
|
||
print("door events referenced by this room's tiles:")
|
||
seen = set()
|
||
for off in range(30):
|
||
fb, code, mbit = room.fg[off]
|
||
bb = room.bg[off]
|
||
if code in (0x06, 0x0F):
|
||
if bb not in seen:
|
||
seen.add(bb)
|
||
scr, loc, trig = level.door_for_event(bb)
|
||
print(f" event id={bb} (tile off {off}): screen={scr} loc={loc} trigger_next={trig}")
|
||
if not seen:
|
||
print(" (none)")
|
||
|
||
print()
|
||
print("Room", room_num, "foreground codes (3 rows x 10 cols):")
|
||
for r in range(3):
|
||
print(" ", " ".join(f"{room.tile(r,c)[0]:02X}" for c in range(10)))
|
||
|
||
|
||
if __name__ == "__main__":
|
||
main()
|