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dukemap.module.js
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dukemap.module.js
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/*
This DukeMap object is meant for loading .MAP data for version 7 Build Maps (e.g. Duke Nukem)
into a really easy to use JavaScript object which could easily be saved as a JSON file.
NOTE: Could also work with Shadow Warrior. Haven't tested. IDK
Usage:
DukeMap.loadURL("E1L1.map");
DukeMap.onLoad = function() {
console.log(DukeMap.map); // Map details are in here
};
SPECS and variable names come from:
https://moddingwiki.shikadi.net/wiki/MAP_Format_(Build)#Version_7
*/
var DukeMap = {
loadURL: function(url) {
var xhr = new XMLHttpRequest();
xhr.open('GET', url, true);
xhr.responseType = 'blob';
var self = this;
xhr.onload = function(e) {
if (this.status == 200) {
var blob = this.response;
self.load(blob);
}
};
xhr.send();
},
offset: 0,
map: {},
resetMap: function() {
this.map = {
version: 0,
playerStart: {
x: 0,
y: 0,
z: 0,
ang: 0
},
cursectnum: 0,
numsects: 0,
sectors: [],
numwalls: 0,
walls: [],
numsprites: 0,
sprites: []
};
},
read: function(type) {
/*
UINT8 Unsigned 8-bit integer
UINT16LE Unsigned 16-bit integer in little-endian format
UINT16BE Unsigned 16-bit integer in big-endian format
UINT32LE Unsigned 32-bit integer in little-endian format
UINT32BE Unsigned 32-bit integer in big-endian format
*/
var result;
switch (type) {
// INT 8
case "INT8":
result = this.dataReader.getInt8(this.offset);
this.offset += 1;
break;
case "UINT8":
result = this.dataReader.getUint8(this.offset);
this.offset += 1;
break;
// INT 16
case "INT16LE":
result = this.dataReader.getInt16(this.offset, true);
this.offset += 2;
break;
case "INT16BE":
result = this.dataReader.getInt16(this.offset, false);
this.offset += 2;
break;
case "UINT16LE":
result = this.dataReader.getUint16(this.offset, true);
this.offset += 2;
break;
case "UINT16BE":
result = this.dataReader.getUint16(this.offset, false);
this.offset += 2;
break;
// INT 32
case "INT32LE":
result = this.dataReader.getInt32(this.offset, true);
this.offset += 4;
break;
case "INT32BE":
result = this.dataReader.getInt32(this.offset, false);
this.offset += 4;
break;
case "UINT32LE":
result = this.dataReader.getUint32(this.offset, true);
this.offset += 4;
break;
case "UINT32BE":
result = this.dataReader.getUint32(this.offset, false);
this.offset += 4;
break;
default:
console.log("read invalid type: " + type);
}
return result;
},
load: function(blob) {
var self = this;
var reader = new FileReader();
// Resets the map object
reader.readAsArrayBuffer(blob);
//reader.onprogress = self.onProgress;
reader.onload = function(e) {
self.data = e.target.result;
// header reading
self.dataReader = new DataView(e.target.result);
self.resetMap();
self.map.version = self.read("INT32LE");
if (self.map.version == 7 || self.map.version == 8) {
self.map.playerStart = {
x: self.read("INT32LE"),
y: self.read("INT32LE"),
z: self.read("INT32LE"),
ang: self.read("INT16LE"),
};
self.map.cursectnum = self.read("INT16LE");
//console.log("cursectnum: " + self.map.cursectnum);
// Get number of sectors first
self.offset = 20;
self.map.numsects = self.read("UINT16LE");
self.map.sectors = [];
for (i=0;i<self.map.numsects;i++) {
self.map.sectors.push(self.read_sector());
}
self.map.numwalls = self.read("UINT16LE");
self.map.walls = [];
for (i=0;i<self.map.numwalls;i++) {
self.map.walls.push(self.read_wall());
}
self.map.numsprites = self.read("UINT16LE");
self.map.sprites = [];
for (i=0;i<self.map.numsprites;i++) {
self.map.sprites.push(self.read_sprite());
}
}
else {
console.log("not Build1 .MAP format 7");
}
if (typeof self.onLoad === "function") {
self.onLoad();
}
}
},
bit: [
1, 2, 4, 8, 16, 32, 64, 128,
256, 512, 1024, 2048, 4096, 8192, 16384, 32768
],
read_sprite_stat(stat) {
var result = {
/*
bit 0: 1 = Blocking sprite (use with clipmove, getzrange)
bit 1: 1 = transluscence, 0 = normal
bit 2: 1 = x-flipped, 0 = normal
bit 3: 1 = y-flipped, 0 = normal
bits 5-4:
00 = FACE sprite (default)
01 = WALL sprite (like masked walls)
10 = FLOOR sprite (parallel to ceilings&floors)
bit 6: 1 = 1-sided sprite, 0 = normal
bit 7: 1 = Real centered centering, 0 = foot center
bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1)
bit 9: 1 = Transluscence reversing, 0 = normal
bits 10-14: reserved
bit 15: 1 = Invisible sprite, 0 = not invisible
*/
blocking_clipmove: (stat & DukeMap.bit[0]) != 0,
transluscence: (stat & DukeMap.bit[1]) != 0,
xflip: (stat & DukeMap.bit[2]) != 0,
yflip: (stat & DukeMap.bit[3]) != 0,
//face: (stat & DukeMap.bit[4]) != 0,
type: "",
onesided: (stat & DukeMap.bit[6]) != 0,
realcenter: (stat & DukeMap.bit[7]) != 0,
blocking_hitscan: (stat & DukeMap.bit[8]) != 0,
transluscence_rev: (stat & DukeMap.bit[9]) != 0,
invisible: (stat & DukeMap.bit[15]) != 0,
};
var bits4 = (stat & DukeMap.bit[4]) != 0;
var bits5 = (stat & DukeMap.bit[5]) != 0;
if (bits4 == false && bits5 == false) {
result.type = "FACE";
}
if (bits4 == false && bits5 == true) {
result.type = "WALL";
}
if (bits4 == true && bits5 == false) {
result.type = "FLOOR";
}
return result;
},
read_wall_stat(stat) {
var result = {
/*
bit 0: 1 = Blocking wall (use with clipmove, getzrange)
bit 1: 1 = bottoms of invisible walls swapped, 0 = not
bit 2: 1 = align picture on bottom (for doors), 0 = top
bit 3: 1 = x-flipped, 0 = normal
bit 4: 1 = masking wall, 0 = not
bit 5: 1 = 1-way wall, 0 = not
bit 6: 1 = Blocking wall (use with hitscan / cliptype 1)
bit 7: 1 = Transluscence, 0 = not
bit 8: 1 = y-flipped, 0 = normal
bit 9: 1 = Transluscence reversing, 0 = normal
bits 10-15: reserved
*/
blocking_clipmove: (stat & DukeMap.bit[0]) != 0,
bottomswap: (stat & DukeMap.bit[1]) != 0,
alignpicbottom: (stat & DukeMap.bit[2]) != 0,
xflip: (stat & DukeMap.bit[3]) != 0,
masking: (stat & DukeMap.bit[4]) != 0,
oneway: (stat & DukeMap.bit[5]) != 0,
blocking_hitscan: (stat & DukeMap.bit[6]) != 0,
transluscence: (stat & DukeMap.bit[7]) != 0,
yflip: (stat & DukeMap.bit[8]) != 0,
transluscence_rev: (stat & DukeMap.bit[9]) != 0,
};
return result;
},
read_sector_stat(stat) {
/*
bit 0: 1 = parallaxing, 0 = not
bit 1: 1 = sloped, 0 = not
bit 2: 1 = swap x&y, 0 = not
bit 3: 1 = double smooshiness
bit 4: 1 = x-flip
bit 5: 1 = y-flip
bit 6: 1 = Align texture to first wall of sector
bits 7-15: reserved
*/
var result = {
parallaxing: (stat & DukeMap.bit[0]) != 0,
sloped: (stat & DukeMap.bit[1]) != 0,
swap: (stat & DukeMap.bit[2]) != 0,
double: (stat & DukeMap.bit[3]) != 0,
xflip: (stat & DukeMap.bit[4]) != 0,
yflip: (stat & DukeMap.bit[5]) != 0,
align: (stat & DukeMap.bit[6]) != 0,
};
//console.log(result);
return result;
},
read_sector() {
self = this;
var sector = {
wallptr: self.read("INT16LE"),
wallnum: self.read("INT16LE"),
ceilingz: self.read("INT32LE"),
floorz: self.read("INT32LE"),
ceilingstat: self.read("INT16LE"),
floorstat: self.read("INT16LE"),
ceilingpicnum: self.read("INT16LE"),
ceilingheinum: self.read("INT16LE"),
ceilingshade: self.read("INT8"),
ceilingpal: self.read("UINT8"),
ceilingxpanning: self.read("UINT8"),
ceilingypanning: self.read("UINT8"),
floorpicnum: self.read("INT16LE"),
floorheinum: self.read("INT16LE"),
floorshade: self.read("INT8"),
floorpal: self.read("UINT8"),
floorxpanning: self.read("UINT8"),
floorypanning: self.read("UINT8"),
visibility: self.read("UINT8"),
filler: self.read("UINT8"),
lotag: self.read("INT16LE"),
hitag: self.read("INT16LE"),
extra: self.read("INT16LE")
};
sector.ceilingstat_ = self.read_sector_stat(sector.ceilingstat);
sector.floorstat_ = self.read_sector_stat(sector.floorstat);
return sector;
},
read_wall() {
self = this;
var wall = {
x: self.read("INT32LE"),
y: self.read("INT32LE"),
point2: self.read("INT16LE"),
nextwall: self.read("INT16LE"),
nextsector: self.read("INT16LE"),
cstat: self.read("INT16LE"),
picnum: self.read("INT16LE"),
overpicnum: self.read("INT16LE"),
shade: self.read("INT8"),
pal: self.read("UINT8"),
xrepeat: self.read("UINT8"),
yrepeat: self.read("UINT8"),
xpanning: self.read("UINT8"),
ypanning: self.read("UINT8"),
lotag: self.read("INT16LE"),
hitag: self.read("INT16LE"),
extra: self.read("INT16LE")
};
wall.cstat_ = self.read_wall_stat(wall.cstat);
return wall;
},
read_sprite() {
self = this;
var sprite = {
x: self.read("INT32LE"),
y: self.read("INT32LE"),
z: self.read("INT32LE"),
cstat: self.read("INT16LE"),
picnum: self.read("INT16LE"),
shade: self.read("INT8"),
pal: self.read("UINT8"),
clipdist: self.read("UINT8"),
filler: self.read("UINT8"),
xrepeat: self.read("UINT8"),
yrepeat: self.read("UINT8"),
xoffset: self.read("INT8"),
yoffset: self.read("INT8"),
sectnum: self.read("INT16LE"),
statnum: self.read("INT16LE"),
ang: self.read("INT16LE"),
owner: self.read("INT16LE"),
xvel: self.read("INT16LE"),
yvel: self.read("INT16LE"),
zvel: self.read("INT16LE"),
lotag: self.read("INT16LE"),
hitag: self.read("INT16LE"),
extra: self.read("INT16LE")
};
sprite.cstat_ = self.read_sprite_stat(sprite.cstat);
return sprite;
}
};
export { DukeMap };