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forgotten_caves/notes/07-map-loader.md
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irrlichtandClaude Opus 5 335962800f Reorganize assets; switch the HUD to the Micro Chat font
Source packs move to assets/packs (untouched), maps to assets/maps, and the
palette/sketch leftovers from the 8-bit era go. tools/mkfont.py repacks
VEXED's Micro Chat sheet (8-column grid, 8x10 cells) into the CP437 atlas
layout the font loader already reads, cropped to 8x9 so the HUD can use an
8 px line height. The CGA atlas is dropped in its favor.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 19:47:33 +02:00

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Map Loader

Loads level data from a Tiled CSV export, replacing the old hardcoded build_world wall loop. Implemented in sim/src/map.rs; wired into the world in sim/src/lib.rs::load_world.


Format

A bare comma-separated tile grid — Tiled's "CSV" layer export, stripped of the surrounding TMX/XML. No header, no dimensions. The loader derives them from the content:

  • width = number of fields in the first row
  • height = number of rows

The current test map lives at assets/maps/map_test (30×30, tile ids 25 / 74 / 75 / 146). A trailing comma per row is tolerated; ragged rows panic (they indicate a corrupt export).


Tile flip flags — the "negative numbers"

Tiled packs per-tile flip/rotation into the top 3 bits of each 32-bit GID. A flipped tile therefore shows up in the CSV as a large negative decimal when read as i32. Example:

-2147483574  as u32 = 0x8000004A
                       │       └── 0x4A = 74   ← the real tile id
                       └────────── 0x80000000  = horizontal flip
Bit Mask Meaning
31 0x80000000 horizontal flip
30 0x40000000 vertical flip
29 0x20000000 diagonal flip (rot)

The loader parses each field as i64, reinterprets the low 32 bits as u32, and strips the flip flags with & 0x1FFF_FFFF, leaving the bare tile id. Flip orientation is discarded for now — flipped tiles render unflipped. Real flipping would need a flip-aware blit_tile plus a flip flag next to the tile id in the chunk; deferred to the camera/sprite pass (09).


Tile id ↔ tileset

Tile ids are used directly:

  • Sim — tile_flags(id) (in map.rs) maps an id to gameplay TileFlags (collidable / opaque) via the sim::tile_collidable vocabulary. Hand-maintained; test values only.
  • Renderer — the id indexes straight into overworld.png (game.rs). The tileset's tile order is the id space; keep the Tiled tileset and overworld.png in lockstep.

No firstgid subtraction: the authored ids already line up with overworld.png.


World assembly

load_world slices the map into 32×32 chunks via Chunk::generate. A chunk is a plain [u16; 1024] of tile ids; flags are derived from the id on lookup (map::tile_flags). That array is also the natural on-disk layout should chunks ever be streamed from disk (RLE over the u16s would do) — the CSV stays the interchange format for external tooling. The map's top-left tile sits at world (0, 0). Loading a 256×256 map takes well under a millisecond in release; the map path is the game's first CLI argument (game assets/maps/map_large).

Edge border: a 30×30 map only fills part of chunk (0,0) (which spans tiles 0–31). Tiles inside a loaded chunk but outside the authored map are emitted as an invisible solid border (id 0, COLLIDABLE) so the walkable edge sits flush with the visible map rim rather than two tiles past it at the chunk boundary. Beyond any loaded chunk, movement is blocked anyway by sim.rs's map_or(true) (no chunk = world edge).


Not done yet

  • Multiple layers (only a single tile layer is read)
  • Tile properties from Tiled (collision comes from the hand-maintained tile_flags, not the file)
  • Object layers (spawns, triggers)
  • Tile flipping (orientation discarded — see above)