Noah Petherbridge
a79601f983
* Update native.DefaultAuthor to get the name registered from the user's JWT license in a way that avoids cyclic dependency errors. * When plus_dpp.go#GetRegistration succeeds, it updates DefaultAuthor to the registered name. The main.go now gets and prints the registered owner to ensure this is populated on startup. * Return correct ErrRegisteredFeature error when the FOSS version fails to load embedded doodads.
180 lines
4.7 KiB
Go
180 lines
4.7 KiB
Go
package level
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import (
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"archive/zip"
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"encoding/json"
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"fmt"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
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"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/native"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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// Useful variables.
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var (
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DefaultWallpaper = "notebook.png"
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)
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// Base provides the common struct keys that are shared between Levels and
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// Doodads.
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type Base struct {
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Version int `json:"version"` // File format version spec.
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GameVersion string `json:"gameVersion"` // Game version that created the level.
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Title string `json:"title"`
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Author string `json:"author"`
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Locked bool `json:"locked"`
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// v2 level format: zip files with external chunks.
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// (v0 was json text, v1 was gzip compressed json text).
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// The game must load levels created using the previous
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// formats, they will not have a Zipfile and will have
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// Chunkers in memory from their (gz) json.
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Zipfile *zip.Reader `json:"-"`
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// Every drawing type is able to embed other files inside of itself.
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Files *FileSystem `json:"files,omitempty"`
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}
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// Level is the container format for Doodle map drawings.
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type Level struct {
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Base
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Password string `json:"passwd"`
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UUID string `json:"uuid"` // unique level IDs, especially for the savegame.json
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GameRule GameRule `json:"rules"`
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// Chunked pixel data.
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Chunker *Chunker `json:"chunks"`
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// The Palette holds the unique "colors" used in this map file, and their
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// properties (solid, fire, slippery, etc.)
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Palette *Palette `json:"palette"`
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// Page boundaries and wallpaper settings.
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PageType PageType `json:"pageType"`
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MaxWidth int64 `json:"boundedWidth"` // only if bounded or bordered
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MaxHeight int64 `json:"boundedHeight"`
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Wallpaper string `json:"wallpaper"`
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// The last scrolled position in the editor.
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ScrollPosition render.Point `json:"scroll"`
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// Actors keep a list of the doodad instances in this map.
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Actors ActorMap `json:"actors"`
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// Publishing: attach any custom doodads the map uses on save.
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SaveDoodads bool `json:"saveDoodads"`
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SaveBuiltins bool `json:"saveBuiltins"`
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// Signature for a level with embedded doodads to still play in free mode.
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Signature []byte `json:"signature,omitempty"`
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// Undo history, temporary live data not persisted to the level file.
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UndoHistory *drawtool.History `json:"-"`
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// Cache of loaded images (e.g. screenshots).
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cacheImages map[string]*ui.Image
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}
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// GameRule
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type GameRule struct {
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Difficulty enum.Difficulty `json:"difficulty"`
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Survival bool `json:"survival,omitempty"`
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}
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// New creates a blank level object with all its members initialized.
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func New() *Level {
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return &Level{
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Base: Base{
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Version: 1,
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Title: "Untitled",
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Author: native.DefaultAuthor,
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Files: NewFileSystem(),
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},
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Chunker: NewChunker(balance.ChunkSize),
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Palette: &Palette{},
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Actors: ActorMap{},
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PageType: NoNegativeSpace,
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Wallpaper: DefaultWallpaper,
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MaxWidth: 2550,
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MaxHeight: 3300,
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UndoHistory: drawtool.NewHistory(balance.UndoHistory),
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}
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}
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// Teardown the level when the game is done with it. This frees up SDL2 cached
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// texture chunks and reclaims memory in ways the Go garbage collector can not.
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func (m *Level) Teardown() {
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var (
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chunks int
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textures int
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)
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// Free any CACHED chunks' memory.
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for chunk := range m.Chunker.IterCachedChunks() {
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freed := chunk.Teardown()
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chunks++
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textures += freed
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}
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// Free any cached images (screenshots)
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if m.cacheImages != nil {
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for _, img := range m.cacheImages {
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img.Destroy()
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}
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}
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log.Debug("Teardown level (%s): Freed %d textures across %d level chunks", m.Title, textures, chunks)
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}
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// Pixel associates a coordinate with a palette index.
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type Pixel struct {
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X int `json:"x"`
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Y int `json:"y"`
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PaletteIndex int `json:"p"`
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// Private runtime values.
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Swatch *Swatch `json:"-"` // pointer to its swatch, for when rendered.
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}
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func (p Pixel) String() string {
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return fmt.Sprintf("Pixel<%s '%s' (%d,%d)>", p.Swatch.Color, p.Swatch.Name, p.X, p.Y)
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}
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// Point returns the pixel's point.
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func (p Pixel) Point() render.Point {
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return render.Point{
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X: p.X,
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Y: p.Y,
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}
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}
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// MarshalJSON serializes a Pixel compactly as a simple list.
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func (p Pixel) MarshalJSON() ([]byte, error) {
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return []byte(fmt.Sprintf(
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`[%d, %d, %d]`,
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p.X, p.Y, p.PaletteIndex,
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)), nil
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}
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// UnmarshalJSON loads a Pixel from JSON again.
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func (p *Pixel) UnmarshalJSON(text []byte) error {
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var triplet []int
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err := json.Unmarshal(text, &triplet)
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if err != nil {
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return err
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}
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p.X = triplet[0]
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p.Y = triplet[1]
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if len(triplet) > 2 {
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p.PaletteIndex = triplet[2]
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}
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return nil
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}
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