doodle/pkg/level/types.go
Noah Petherbridge 402b5efa7e Zipfiles for Attached Files Too
* The level.FileSystem type has updated to support ZIP files too.
* Legacy levels loaded from gz/json have their old FileSystem as a
  simple map[filename]data and this parses from JSON OK.
* On save to zip, the legacy loaded file data gets exported to ZIP.
* Going forward: newly added or deleted files during runtime are kept in
  the legacy file map until the next save when the filemap is again
  flushed out to ZIP.
* For regular read-access, the FileSystem reads from the ZIP file if the
  data is not in the hot map (legacy file or recently modified
  attachment).
* Bugfix: be sure to Inflate() the Level/Doodad after loading from
  zipfile - it used to be that directly after a save, trying to play the
  level failed because the Level.Actors struct was missing their IDs,
  and similarly recently written chunks would error out (become black
  voids) on levels/doodads so we Inflate() both after save/replacing
  their zip handle.
2022-04-30 12:50:00 -07:00

162 lines
4.1 KiB
Go

package level
import (
"archive/zip"
"encoding/json"
"fmt"
"os"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/drawtool"
"git.kirsle.net/apps/doodle/pkg/enum"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/go/render"
)
// Useful variables.
var (
DefaultWallpaper = "notebook.png"
)
// Base provides the common struct keys that are shared between Levels and
// Doodads.
type Base struct {
Version int `json:"version"` // File format version spec.
GameVersion string `json:"gameVersion"` // Game version that created the level.
Title string `json:"title"`
Author string `json:"author"`
Locked bool `json:"locked"`
// v2 level format: zip files with external chunks.
// (v0 was json text, v1 was gzip compressed json text).
// The game must load levels created using the previous
// formats, they will not have a Zipfile and will have
// Chunkers in memory from their (gz) json.
Zipfile *zip.Reader `json:"-"`
// Every drawing type is able to embed other files inside of itself.
Files *FileSystem `json:"files,omitempty"`
}
// Level is the container format for Doodle map drawings.
type Level struct {
Base
Password string `json:"passwd"`
GameRule GameRule `json:"rules"`
// Chunked pixel data.
Chunker *Chunker `json:"chunks"`
// The Palette holds the unique "colors" used in this map file, and their
// properties (solid, fire, slippery, etc.)
Palette *Palette `json:"palette"`
// Page boundaries and wallpaper settings.
PageType PageType `json:"pageType"`
MaxWidth int64 `json:"boundedWidth"` // only if bounded or bordered
MaxHeight int64 `json:"boundedHeight"`
Wallpaper string `json:"wallpaper"`
// Actors keep a list of the doodad instances in this map.
Actors ActorMap `json:"actors"`
// Publishing: attach any custom doodads the map uses on save.
SaveDoodads bool `json:"saveDoodads"`
SaveBuiltins bool `json:"saveBuiltins"`
// Undo history, temporary live data not persisted to the level file.
UndoHistory *drawtool.History `json:"-"`
}
// GameRule
type GameRule struct {
Difficulty enum.Difficulty `json:"difficulty"`
Survival bool `json:"survival,omitempty"`
}
// New creates a blank level object with all its members initialized.
func New() *Level {
return &Level{
Base: Base{
Version: 1,
Title: "Untitled",
Author: os.Getenv("USER"),
Files: NewFileSystem(),
},
Chunker: NewChunker(balance.ChunkSize),
Palette: &Palette{},
Actors: ActorMap{},
PageType: NoNegativeSpace,
Wallpaper: DefaultWallpaper,
MaxWidth: 2550,
MaxHeight: 3300,
UndoHistory: drawtool.NewHistory(balance.UndoHistory),
}
}
// Teardown the level when the game is done with it. This frees up SDL2 cached
// texture chunks and reclaims memory in ways the Go garbage collector can not.
func (m *Level) Teardown() {
var (
chunks int
textures int
)
// Free any CACHED chunks' memory.
for chunk := range m.Chunker.IterCachedChunks() {
freed := chunk.Teardown()
chunks++
textures += freed
}
log.Debug("Teardown level (%s): Freed %d textures across %d level chunks", m.Title, textures, chunks)
}
// Pixel associates a coordinate with a palette index.
type Pixel struct {
X int `json:"x"`
Y int `json:"y"`
PaletteIndex int `json:"p"`
// Private runtime values.
Swatch *Swatch `json:"-"` // pointer to its swatch, for when rendered.
}
func (p Pixel) String() string {
return fmt.Sprintf("Pixel<%s '%s' (%d,%d)>", p.Swatch.Color, p.Swatch.Name, p.X, p.Y)
}
// Point returns the pixel's point.
func (p Pixel) Point() render.Point {
return render.Point{
X: p.X,
Y: p.Y,
}
}
// MarshalJSON serializes a Pixel compactly as a simple list.
func (p Pixel) MarshalJSON() ([]byte, error) {
return []byte(fmt.Sprintf(
`[%d, %d, %d]`,
p.X, p.Y, p.PaletteIndex,
)), nil
}
// UnmarshalJSON loads a Pixel from JSON again.
func (p *Pixel) UnmarshalJSON(text []byte) error {
var triplet []int
err := json.Unmarshal(text, &triplet)
if err != nil {
return err
}
p.X = triplet[0]
p.Y = triplet[1]
if len(triplet) > 2 {
p.PaletteIndex = triplet[2]
}
return nil
}