Files
forgotten_caves/server/src/map.rs
T

77 lines
2.8 KiB
Rust

//! Minimal Tiled-CSV map loader.
//!
//! Reads a bare comma-separated tile grid (Tiled's "CSV" layer export, stripped of the
//! surrounding TMX/XML). Dimensions are derived from the content: columns from the first
//! row, height from the row count. Tiled encodes per-tile flip/rotation in the top bits of
//! each 32-bit GID, which makes flipped tiles show up as large negative decimals — those
//! bits are masked off here, leaving the bare tile_id. Flip orientation is discarded for now.
use crate::chunk::TileFlags;
/// Top three bits hold horizontal / vertical / diagonal flip flags; the rest is the tile id.
const GID_FLIP_MASK: u32 = 0x1FFF_FFFF;
pub struct TileMap {
pub width: u16,
pub height: u16,
pub tiles: Vec<u16>, // row-major, len == width * height
}
impl TileMap {
pub fn from_csv(path: &str) -> Self {
let text = std::fs::read_to_string(path)
.unwrap_or_else(|e| panic!("failed to read map {path}: {e}"));
let mut tiles = Vec::new();
let mut width = 0usize;
let mut height = 0usize;
for line in text.lines() {
if line.trim().is_empty() {
continue;
}
let mut cols = 0usize;
for field in line.split(',') {
let field = field.trim();
if field.is_empty() {
continue; // tolerate a trailing comma
}
// Parse as i64 so the "negative" flipped GIDs fit, then reinterpret the low
// 32 bits as u32 and strip the flip flags.
let raw = field.parse::<i64>()
.unwrap_or_else(|_| panic!("invalid tile value {field:?} in {path}"));
let gid = (raw as u32) & GID_FLIP_MASK;
tiles.push(gid as u16);
cols += 1;
}
if width == 0 {
width = cols;
} else if cols != width {
panic!("ragged map row in {path}: expected {width} cols, got {cols}");
}
height += 1;
}
TileMap { width: width as u16, height: height as u16, tiles }
}
/// Tile id at map coordinates, or 0 (empty) when outside the map bounds.
pub fn tile(&self, x: i16, y: i16) -> u16 {
if x < 0 || y < 0 || x >= self.width as i16 || y >= self.height as i16 {
return 0;
}
self.tiles[y as usize * self.width as usize + x as usize]
}
}
/// Gameplay flags for a global tile id. Collision comes from the shared movement
/// vocabulary (`shared::tile_collidable`) so the client can predict it identically;
/// other flags (opaque, …) stay server-side. Tile ids index into `overworld.tga`.
pub fn tile_flags(tile_id: u16) -> TileFlags {
let mut bits = 0u8;
if shared::tile_collidable(tile_id) {
bits |= TileFlags::COLLIDABLE;
}
TileFlags(bits)
}