diff --git a/index.js b/index.js index b204b6f..df4afac 100644 --- a/index.js +++ b/index.js @@ -188,6 +188,20 @@ celDecoder.box = (data, cel) => { cel.bitmap = bitmap } +const horizontalLine = (bitmap, xa, xb, y, patternByte) => { + const xStart = xa - (xa % 4) + const xEnd = (xb + (3 - (xb % 4))) - 3 + for (let x = xStart + 4; x < xEnd; x += 4) { + drawByte(bitmap, x, y, patternByte) + } + const startBit = ((xa - xStart) * 2) + const startByte = (0xff >> startBit) & patternByte + drawByte(bitmap, xStart, y, startByte) + const endBit = (((xEnd + 3) - xb) * 2) + const endByte = (0xff << endBit) & patternByte + drawByte(bitmap, xEnd, y, endByte) +} + celDecoder.trap = (data, cel) => { let border = false // trap.m:21 - high-bit set means "draw a border" @@ -208,7 +222,22 @@ celDecoder.trap = (data, cel) => { } else { // shape_pattern is 0xff, and the pattern is a bitmap that follows // the trapezoid definition - throw Error("TODO: Implement inline trapezoid patterns") + // dline.m:103 - first two bytes are bitmasks used for efficiently calculating + // offsets into the texture. This means that the dimensions will be a power of + // two, and we can get the width and height simply by adding one to the mask. + const texW = data.getUint8(11) + 1 + const texH = data.getUint8(12) + 1 + cel.texture = emptyBitmap(texW, texH) + let i = 13 + // dline.m:111 - the y position into the texture is calculated by + // ANDing y1 with the height mask; thus, unlike prop bitmaps, we decode + // from the top down + for (let y = 0; y < texH; y ++) { + for (let x = 0; x < texW; x ++) { + drawByte(cel.texture, x * 4, y, data.getUint8(i)) + i ++ + } + } } cel.x1a = data.getUint8(7) cel.x1b = data.getUint8(8) @@ -248,25 +277,25 @@ celDecoder.trap = (data, cel) => { let xa = cel.x1a let xb = cel.x1b for (let y = 0; y < cel.height; y ++) { - let patternByte = cel.pattern + const line = cel.bitmap[y] if (border && (y == 0 || y == (cel.height - 1))) { // top and bottom border line - patternByte = 0xaa + horizontalLine(cel.bitmap, xa, xb, y, 0xaa, true) + } else { + if (cel.texture) { + const texLine = cel.texture[y % cel.texture.length] + for (let x = xa; x <= xb; x ++) { + line[x] = texLine[x % texLine.length] + } + } else { + horizontalLine(cel.bitmap, xa, xb, y, cel.pattern, border) + } } - // draw a horizontal line from xa,y to xb,y - const xStart = xa - (xa % 4) - const xEnd = (xb + (3 - (xb % 4))) - 3 - for (let x = xStart + 4; x < xEnd; x += 4) { - drawByte(cel.bitmap, x, y, patternByte) + + if (border) { + line[xa] = 2 + line[xb] = 2 } - const startBit = ((xa - xStart) * 2) - const startByte = border ? (0xff >> (startBit + 2)) & patternByte | (0x80 >> startBit) - : (0xff >> startBit) & patternByte - drawByte(cel.bitmap, xStart, y, startByte) - const endBit = (((xEnd + 3) - xb) * 2) - const endByte = border ? (0xff << (endBit + 2)) & patternByte | (2 << endBit) - : (0xff << endBit) & patternByte - drawByte(cel.bitmap, xEnd, y, endByte) // cycle1: move xa do {