Files
tony-remake/game/worldmap.py
T

221 lines
9.5 KiB
Python

"""Weltkarte mit Levelauswahl -- Pfad, Levelpunkte und Namen aus dem
START.EXE-Binary (NE-Datensegment), Marker/Koepfe aus KARTE0-9.PCC.
Binary-Struktur (Fund 25.07.2026, Offsets ~145114..146760 in START.EXE):
Header, dann pro Level ein Segment aus 0xffff-terminierten u16-Records:
[x y 0 25] Standpunkt (Wiederholung des vorigen Endpunkts)
[x y 1 25] ... Wegpunkte (die Figur laeuft sie ab; 25 = Ticks)
[x y 0 25] Endpunkt = Standpunkt an diesem Level
[label_x label_y] Position des Levelpunkt-Markers auf der Karte
[0] (Flag/Reserve)
danach die 22 Levelnamen als Pascal-Strings (\x04W1L0...).
Karten-Sprites: KARTE0/2 = grosser oranger/blauer Punkt, KARTE1/3 = kleine
Varianten, KARTE4-7 = Mini-Koepfe (Tony, Smacks, Toucan, Coco) als
Spielfigur-Marker. Blink-Animation des aktiven Punkts laut Binary-Tabelle:
[delay 100] 900,902,900 = KARTE0/KARTE2-Wechsel.
"""
import re
import struct
import sys
import time
import pygame
from . import intro
# Mini-Kopf-Sprite je Charakter (KARTE4=Tony, 5=Smacks, 6=Toucan, 7=Coco)
HEAD_SPRITE = {'TONY': 'KARTE4', 'SMACKS': 'KARTE5', 'TOUCAN': 'KARTE6', 'COCO': 'KARTE7'}
STEP_SECONDS = 0.18 # Lauftempo der Kartenfigur pro Wegpunkt
BLINK_SECONDS = 0.5 # Blinkrhythmus der aktiven Position
# Die Binary-Koordinaten sind y-GEFLIPPT. Pixelexakte DOSBox-Nachmessung
# (Template-Matching der KARTE-Sprites, 26.07.2026): Binary-Label von W1L1
# ist (53,56); im Original steht KARTE0 (10x7) mit Topleft bei (58,162) und
# der Mini-Kopf KARTE4 (14x15) blinkt DARUEBER bei Topleft (53,146) --
# der Punkt bleibt also dauerhaft stehen, nur der Kopf geht an/aus.
# Daraus: Basis = (x_bin, 218 - y_bin), Punkt-Topleft = Basis+(5,0),
# Kopf-Topleft = Basis+(0,-16). Die Anker stehen nicht als Literal im
# Binary (Code rechnet sie indirekt), daher per Messung fixiert.
MAP_Y_FLIP = 218
DOT_OFF = (5, 0) # KARTE0/KARTE2 (10x7), Topleft relativ zur Basis
HEAD_OFF = (0, -16) # KARTE4-7 (14x15), steht auf dem Punkt
SMALL_OFF = (7, 2) # KARTE3 (6x4), zentriert auf dem grossen Punkt
def _tf(p):
return (p[0], MAP_Y_FLIP - p[1])
def parse_worldmap(exe_path):
'''Liest Pfadsegmente + Levelnamen aus START.EXE. Rueckgabe:
(segments, names) mit segments = Liste von dicts
{waypoints: [(x,y)...], stand: (x,y), label: (x,y)}.
Wirft bei Strukturbruch Exception (Aufrufer faellt zurueck).'''
d = open(exe_path, 'rb').read()
anchor = struct.pack('<4H', 58, 40, 0, 25)
start = d.find(anchor)
if start < 0:
raise ValueError('Kartenpfad-Anker nicht gefunden')
names_at = d.find(b'\x04W1L0\x04W1L1')
if names_at < 0:
raise ValueError('Levelnamen nicht gefunden')
# Namen lesen (22 Pascal-Strings)
names = []
p = names_at
while len(names) < 22 and p < len(d) - 1:
ln = d[p]
if not (1 <= ln <= 8):
break
names.append(d[p + 1:p + 1 + ln].decode('ascii'))
p += 1 + ln
# Records lesen
def read_list(p):
vals = []
while p <= names_at - 2:
v = struct.unpack('<H', d[p:p + 2])[0]
p += 2
if v == 0xffff:
return vals, p
vals.append(v)
if len(vals) > 8:
return None, p
return vals, p
segments = []
p = start
cur = {'waypoints': [], 'stand': None, 'label': None}
while p < names_at - 2:
vals, p = read_list(p)
if vals is None:
continue
if len(vals) == 4 and vals[3] == 25:
x, y, flag = vals[0], vals[1], vals[2]
if x > 320 or y > 200:
continue # Sonder-/Sprungrecords (Weltwechsel) ueberspringen
cur['waypoints'].append((x, y))
if flag == 0 and len(cur['waypoints']) > 1:
cur['stand'] = (x, y)
elif len(vals) == 2:
cur['label'] = (vals[0], vals[1])
if cur['stand'] is None and cur['waypoints']:
cur['stand'] = cur['waypoints'][-1]
segments.append(cur)
cur = {'waypoints': [], 'stand': None, 'label': None}
# len==1 ([0]-Flag) und leere Listen: ignorieren
return segments, names
class WorldMap:
'''Zustand + Zeichnen der Karte. current = Index des angewaehlten Levels.'''
def __init__(self, assets, menu_assets):
self.assets = assets
self.karte = menu_assets.karte
self.font = menu_assets.font_small
exe = None
import os
base = os.path.dirname(os.path.abspath(assets.container.path)) \
if hasattr(assets.container, 'path') else None
try:
from .intro import PROJECT_ROOT
exe = os.path.join(PROJECT_ROOT, 'game', 'original', 'START.EXE')
self.segments, self.names = parse_worldmap(exe)
except Exception as exc:
print(f'[worldmap] Binary-Pfaddaten nicht lesbar ({exc}) -- '
f'Fallback nur Level 1', file=sys.stderr)
self.segments = [dict(waypoints=[(53, 56)], stand=(53, 56), label=(53, 56))]
self.names = ['W1L0', 'W1L1']
# 21 Segmente fuer 21 anwaehlbare Level (W1L1..W3L7, 3 Welten x 7);
# W1L0 (Name Nr. 0) hat KEINEN Kartenpunkt -> segments[i] = names[i+1].
self.level_names = self.names[1:]
# Positionen ins Screen-System transformieren (y-Flip)
for seg in self.segments:
seg['waypoints'] = [_tf(p) for p in seg['waypoints']]
if seg['stand']:
seg['stand'] = _tf(seg['stand'])
if seg['label']:
seg['label'] = _tf(seg['label'])
self.dot_big_on = intro.make_border_bg_transparent(assets.pcc_surface('KARTE0'))
self.dot_big_off = intro.make_border_bg_transparent(assets.pcc_surface('KARTE2'))
self.dot_small = intro.make_border_bg_transparent(assets.pcc_surface('KARTE3'))
self.heads = {c: intro.make_border_bg_transparent(assets.pcc_surface(n))
for c, n in HEAD_SPRITE.items()}
self.current = 0 # Segment 0 = W1L1 (DOSBox-Messung: Startpunkt (53,56))
def draw(self, canvas, char, t, walk_pos=None):
canvas.blit(self.karte, (0, 0))
head = self.heads.get(char, self.heads['TONY'])
head_phase = int(t / BLINK_SECONDS) % 2 == 0
for i, seg in enumerate(self.segments):
if seg['label'] is None:
continue
bx, by = seg['label']
if i == self.current and walk_pos is None:
# Original-Verhalten (DOSBox-Messung): der grosse Punkt
# steht dauerhaft, der Mini-Kopf blinkt DARUEBER an/aus
canvas.blit(self.dot_big_on, (bx + DOT_OFF[0], by + DOT_OFF[1]))
if head_phase:
canvas.blit(head, (bx + HEAD_OFF[0], by + HEAD_OFF[1]))
else:
canvas.blit(self.dot_small, (bx + SMALL_OFF[0], by + SMALL_OFF[1]))
# waehrend des Laufens: Kopf entlang des Pfads
if walk_pos is not None:
px, py = walk_pos
canvas.blit(head, (px + HEAD_OFF[0], py + HEAD_OFF[1]))
def run_worldmap(clock, assets, menu_assets, char='TONY', state={}):
'''Weltkarte: Links/Rechts wandert zum vorigen/naechsten Levelpunkt
(Figur laeuft die Original-Wegpunkte ab), Space/Return startet das
angewaehlte Level, ESC -> Menue.
Rueckgabe: ('level', name) | 'menu' | 'quit'.
state haelt die aktuelle Position ueber Aufrufe hinweg.'''
wm = state.get('wm')
if wm is None or wm.assets is not assets:
wm = WorldMap(assets, menu_assets)
state['wm'] = wm
walking = None # (Wegpunktliste, laufindex, richtung) waehrend der Bewegung
start = time.monotonic()
canvas = pygame.Surface((320, 200))
while True:
t = time.monotonic() - start
for event in pygame.event.get():
if event.type == pygame.QUIT:
return 'quit'
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN and (event.mod & pygame.KMOD_ALT):
intro.toggle_fullscreen()
continue
if event.key == pygame.K_ESCAPE:
return 'menu'
if walking is None:
if event.key in (pygame.K_RIGHT, pygame.K_UP) and wm.current < len(wm.segments) - 1:
pts = wm.segments[wm.current + 1]['waypoints']
walking = {'pts': pts, 'i': 0.0, 'target': wm.current + 1}
elif event.key in (pygame.K_LEFT, pygame.K_DOWN) and wm.current > 0:
pts = list(reversed(wm.segments[wm.current]['waypoints']))
walking = {'pts': pts, 'i': 0.0, 'target': wm.current - 1}
elif event.key in (pygame.K_SPACE, pygame.K_RETURN):
return ('level', wm.level_names[wm.current])
dt = clock.tick(60) / 1000.0
walk_pos = None
if walking is not None:
walking['i'] += dt / STEP_SECONDS
pts = walking['pts']
if walking['i'] >= len(pts) - 1 or len(pts) < 2:
wm.current = walking['target']
walking = None
else:
i0 = int(walking['i'])
frac = walking['i'] - i0
x0, y0 = pts[i0]
x1, y1 = pts[min(i0 + 1, len(pts) - 1)]
walk_pos = (int(x0 + (x1 - x0) * frac), int(y0 + (y1 - y0) * frac))
wm.draw(canvas, char, t, walk_pos)
intro._blit_centered(intro.build_letterboxed(canvas))
pygame.display.flip()