load map first pass
This commit is contained in:
@@ -20,7 +20,10 @@ assetdef_t ASSET_DEFINITIONS[ASSET_TYPE_COUNT] = {
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},
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[ASSET_TYPE_CONFIG] = {
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"DCF", assetConfigLoad, assetConfigDispose
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}
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},
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[ASSET_TYPE_RPG_MAP] = {
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"DRM", assetRPGMapLoad, assetRPGMapDispose
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},
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};
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errorret_t assetInit(asset_t *asset, const char_t *filename) {
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@@ -13,6 +13,7 @@
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#include "asset/type/assetpaletteimage.h"
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#include "asset/type/assetalphaimage.h"
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#include "asset/type/assetconfig.h"
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#include "asset/type/assetrpgmap.h"
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#define ASSET_HEADER_SIZE 3
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#define ASSET_REFERENCE_COUNT_MAX 8
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@@ -33,6 +34,7 @@ typedef enum {
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ASSET_TYPE_PALETTE_IMAGE,
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ASSET_TYPE_ALPHA_IMAGE,
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ASSET_TYPE_CONFIG,
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ASSET_TYPE_RPG_MAP,
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ASSET_TYPE_COUNT
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} assettype_t;
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@@ -47,8 +49,9 @@ typedef struct asset_s {
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union {
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assetpaletteimage_t paletteImage;
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assetalphaimager_t alphaImage;
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assetalphaimage_t alphaImage;
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assetconfig_t config;
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assetrpgmap_t rpgMap;
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};
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} asset_t;
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@@ -9,4 +9,5 @@ target_sources(${DUSK_TARGET_NAME}
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assetalphaimage.c
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assetconfig.c
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assetpaletteimage.c
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assetrpgmap.c
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)
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@@ -27,7 +27,7 @@ typedef struct {
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typedef struct {
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texture_t texture;
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} assetalphaimager_t;
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} assetalphaimage_t;
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/**
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* Loads an alpha image asset from the given asset structure. The asset must
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98
src/asset/type/assetrpgmap.c
Normal file
98
src/asset/type/assetrpgmap.c
Normal file
@@ -0,0 +1,98 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "assetrpgmap.h"
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#include "asset/asset.h"
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#include "assert/assert.h"
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#include "display/tileset/tilesetlist.h"
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errorret_t assetRPGMapLoad(asset_t *asset) {
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assertNotNull(asset, "Asset cannot be NULL.");
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assertTrue(
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asset->type == ASSET_TYPE_RPG_MAP,
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"Asset is not of type ASSET_TYPE_RPG_MAP."
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);
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assetrpgmapraw_t raw;
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// Read map header info
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zip_int64_t bytesRead = zip_fread(
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asset->file, &raw.header, sizeof(assetrpgmapheader_t)
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);
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if(bytesRead != sizeof(raw.header)) {
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errorThrow("Failed to read RPG map header.");
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}
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if(raw.header.mapWidth == 0 || raw.header.mapWidth > MAP_WIDTH_MAX) {
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errorThrow("Invalid RPG map width.");
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}
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if(raw.header.mapHeight == 0 || raw.header.mapHeight > MAP_HEIGHT_MAX) {
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errorThrow("Invalid RPG map height.");
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}
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if(raw.header.tilesetCount == 0) {
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errorThrow("Invalid RPG map tileset count.");
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}
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if(raw.header.tilesetCount > ASSET_RPG_MAP_TILESET_COUNT_MAX) {
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errorThrow("Invalid RPG map tileset count.");
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}
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if(raw.header.tileLayerCount == 0) {
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errorThrow("Invalid RPG map layer count.");
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}
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if(raw.header.tileLayerCount > MAP_LAYER_COUNT_MAX) {
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errorThrow("Invalid RPG map layer count.");
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}
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// Read layers
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for(uint32_t layer = 0; layer < raw.header.tileLayerCount; layer++) {
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// Read width * height tiles
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bytesRead = zip_fread(
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asset->file,
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&raw.layers[layer].tiles,
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sizeof(assetrpgmaptile_t) * raw.header.mapWidth * raw.header.mapHeight
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);
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if(bytesRead != (
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sizeof(assetrpgmaptile_t) * raw.header.mapWidth * raw.header.mapHeight
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)) errorThrow("Failed to read RPG map layer %u.", layer);
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}
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// For each tileset
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for(uint32_t tileset = 0; tileset < raw.header.tilesetCount; tileset++) {
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// Read tileset
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bytesRead = zip_fread(
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asset->file,
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&raw.tilesets[tileset],
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sizeof(assetrpgmaptileset_t)
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);
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if(bytesRead != sizeof(assetrpgmaptileset_t)) {
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errorThrow("Failed to read RPG map tileset %u.", tileset);
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}
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}
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// Map data is loaded, we can load it into the map structure.
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mapInit(&asset->rpgMap.map);
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entity_t *ent;
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ent = mapEntityAdd(&asset->rpgMap.map);
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entityInit(ent, ENTITY_TYPE_PLAYER, &asset->rpgMap.map);
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errorOk();
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}
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errorret_t assetRPGMapDispose(asset_t *asset) {
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assertNotNull(asset, "Asset cannot be NULL.");
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assertTrue(
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asset->type == ASSET_TYPE_RPG_MAP,
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"Asset is not of type ASSET_TYPE_RPG_MAP."
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);
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errorOk();
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}
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64
src/asset/type/assetrpgmap.h
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64
src/asset/type/assetrpgmap.h
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@@ -0,0 +1,64 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "error/error.h"
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#include "rpg/world/map.h"
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typedef struct asset_s asset_t;
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#define ASSET_RPG_MAP_TILESET_COUNT_MAX 16
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#pragma pack(push, 1)
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typedef struct {
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uint32_t mapWidth;
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uint32_t mapHeight;
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uint32_t tilesetCount;
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uint32_t tileLayerCount;
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} assetrpgmapheader_t;
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typedef struct {
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uint32_t firstGid;
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uint32_t tilesetIndex;
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} assetrpgmaptileset_t;
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typedef struct {
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uint32_t tilesetIndex;
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} assetrpgmaptile_t;
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typedef struct {
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assetrpgmaptile_t tiles[MAP_TILE_COUNT_MAX];
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} assetrpgmaplayer_t;
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typedef struct {
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assetrpgmapheader_t header;
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assetrpgmaplayer_t layers[MAP_LAYER_COUNT_MAX];
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assetrpgmaptileset_t tilesets[ASSET_RPG_MAP_TILESET_COUNT_MAX];
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} assetrpgmapraw_t;
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#pragma pack(pop)
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typedef struct {
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map_t map;
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} assetrpgmap_t;
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/**
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* Loads an RPG map asset from the given asset structure. The asset must be of
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* type ASSET_TYPE_RPG_MAP and must be loaded.
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*
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* @param asset The asset to load the RPG map from.
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* @return An error code.
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*/
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errorret_t assetRPGMapLoad(asset_t *asset);
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/**
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* Disposes of an RPG map asset, freeing any allocated resources.
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*
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* @param asset The asset to dispose of.
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* @return An error code.
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*/
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errorret_t assetRPGMapDispose(asset_t *asset);
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@@ -37,9 +37,11 @@ errorret_t sceneOverworldInit(void) {
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}
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void sceneOverworldUpdate(void) {
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if(RPG.map == NULL) return;
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// Move camera to player.
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const entity_t *start = &testMap.entities[0];
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const entity_t *end = &testMap.entities[testMap.entityCount];
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const entity_t *start = &RPG.map->entities[0];
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const entity_t *end = &RPG.map->entities[RPG.map->entityCount];
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while(start < end) {
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if(start->type == ENTITY_TYPE_PLAYER) {
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SCENE_OVERWORLD.camera.lookat.target[0] = start->position[0];
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@@ -70,7 +72,7 @@ void sceneOverworldRender(void) {
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cameraPushMatrix(&SCENE_OVERWORLD.camera);
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sceneOverworldRenderMap(&testMap);
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if(RPG.map != NULL) sceneOverworldRenderMap(RPG.map);
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spriteBatchFlush();
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cameraPopMatrix();
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@@ -7,7 +7,7 @@
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#pragma once
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#include "display/camera.h"
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#include "rpg/world/map.h"
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#include "rpg/rpg.h"
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#include "error/error.h"
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typedef struct {
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@@ -6,28 +6,44 @@
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*/
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#include "rpg.h"
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#include "rpg/world/map.h"
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#include "util/memory.h"
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#include "asset/assetmanager.h"
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map_t testMap;
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rpg_t RPG;
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asset_t *asset;
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ref_t assetRef;
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void rpgInit() {
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mapInit(&testMap);
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testMap.width = 2;
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testMap.height = 2;
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for(uint32_t i = 0; i < testMap.width * testMap.height; i++) {
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testMap.base.tiles[i].id = 1;
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memoryZero(&RPG, sizeof(RPG));
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errorret_t ret = assetManagerLoadAsset("map/untitled.drm", &asset, &assetRef);
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if(ret.code != ERROR_OK) {
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errorPrint(ret);
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errorCatch(ret);
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return;
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}
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RPG.map = &asset->rpgMap.map;
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entity_t *ent = mapEntityAdd(&testMap);
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entityInit(ent, ENTITY_TYPE_PLAYER, &testMap);
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// mapInit(&testMap);
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// testMap.width = 2;
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// testMap.height = 2;
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// for(uint32_t i = 0; i < testMap.width * testMap.height; i++) {
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// testMap.base.tiles[i].id = 1;
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// }
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entity_t *npc = mapEntityAdd(&testMap);
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entityInit(npc, ENTITY_TYPE_NPC, &testMap);
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npc->position[0] = 32.0f;
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npc->position[1] = 32.0f;
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// entity_t *ent = mapEntityAdd(&testMap);
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// entityInit(ent, ENTITY_TYPE_PLAYER, &testMap);
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// entity_t *npc = mapEntityAdd(&testMap);
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// entityInit(npc, ENTITY_TYPE_NPC, &testMap);
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// npc->position[0] = 32.0f;
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// npc->position[1] = 32.0f;
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}
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void rpgUpdate() {
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mapUpdate(&testMap);
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if(RPG.map != NULL) {
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mapUpdate(RPG.map);
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}
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}
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@@ -6,6 +6,13 @@
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*/
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#pragma once
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#include "rpg/world/map.h"
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typedef struct {
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map_t *map;
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} rpg_t;
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extern rpg_t RPG;
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/**
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* Initializes the RPG subsystem.
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@@ -13,6 +13,7 @@
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#define MAP_WIDTH_MAX 64
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#define MAP_HEIGHT_MAX 64
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#define MAP_TILE_COUNT_MAX (MAP_WIDTH_MAX * MAP_HEIGHT_MAX)
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#define MAP_LAYER_COUNT_MAX 2
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typedef struct {
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uint8_t id;
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@@ -2,6 +2,7 @@ import sys, os
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from args import inputAssets, args
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from processasset import processAsset
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from processpalette import processPaletteList
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from processtileset import processTilesetList
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from assethelpers import getBuiltAssetsRelativePath
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import zipfile
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@@ -29,6 +30,7 @@ with zipfile.ZipFile(outputFileName, 'w') as zipf:
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# Generate additional headers.
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processPaletteList()
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processTilesetList()
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# Finalize build
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if args.build_type == 'header':
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@@ -109,42 +109,21 @@ def processMap(asset):
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# Now we have our layers all parsed out.
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data = bytearray()
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data += b'drm' # Dusk RPG Map
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data += b'DRM' # Dusk RPG Map
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data += mapWidth.to_bytes(4, 'little') # Map width in tiles
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data += mapHeight.to_bytes(4, 'little') # Map height in tiles
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data += len(tilesets).to_bytes(4, 'little') # Number of tilesets
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data += len(tileLayers).to_bytes(4, 'little') # Number of layers
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# For each tileset
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for tileset in tilesets:
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data += tileset['firstGid'].to_bytes(4, 'little') # First GID
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# For each layer...
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for layer in tileLayers:
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for gid in layer['data']:
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# Get tileset for this gid, since the tilesets are already sorted we can
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# simply find the first one that has firstGid <= gid
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if gid == 0:
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# Empty tile
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localIndex = 0xFF
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tilesetIndex = 0xFFFFFFFF
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else:
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data += gid.to_bytes(4, 'little') # Tileset index
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# For each tileset
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for tileset in tilesets:
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if gid >= tileset['firstGid']:
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tilesetIndex = tilesets.index(tileset)
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localIndex = gid - tileset['firstGid']
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break
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else:
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# If no tileset was found, this is an invalid gid
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print(f"Error: Invalid tile GID {gid} in {asset['path']}")
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sys.exit(1)
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if localIndex > 255:
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print(f"Error: Local tile index {localIndex} exceeds 255 in {asset['path']}")
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sys.exit(1)
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data += tilesetIndex.to_bytes(4, 'little') # Tileset index
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data += localIndex.to_bytes(1, 'little') # Local tile index
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data += tileset['firstGid'].to_bytes(4, 'little') # First GID
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data += tileset['tileset']['tilesetIndex'].to_bytes(4, 'little') # Tileset index
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relative = getAssetRelativePath(asset['path'])
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fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
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@@ -8,6 +8,8 @@ from args import args
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from xml.etree import ElementTree
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from assetcache import assetGetCache, assetCache
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tilesets = []
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def loadTilesetFromTSX(asset):
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# Load the TSX file
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tree = ElementTree.parse(asset['path'])
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@@ -139,9 +141,35 @@ def processTileset(asset):
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with open(outputFile, 'w') as f:
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f.write(data)
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return assetCache(asset['path'], {
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tileset = {
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"files": [],
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"image": tilesetData['image'],
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"headerFile": outputFile,
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"headerFile": os.path.relpath(outputFile, args.headers_dir),
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"tilesetName": tilesetName,
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"tilesetNameUpper": tilesetNameUpper,
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"tilesetIndex": len(tilesets),
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"tilesetData": tilesetData,
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"files": tilesetData['image']['files'],
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})
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}
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tilesets.append(tileset)
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return assetCache(asset['path'], tileset)
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def processTilesetList():
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data = f"// Tileset List Generated at {datetime.datetime.now().strftime('%Y-%m-%d %H:%M:%S')}\n"
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data += f"#pragma once\n"
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for tileset in tilesets:
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data += f"#include \"{tileset['headerFile']}\"\n"
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data += f"\n"
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data += f"#define TILESET_LIST_COUNT {len(tilesets)}\n\n"
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data += f"static const tileset_t* TILESET_LIST[TILESET_LIST_COUNT] = {{\n"
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for tileset in tilesets:
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data += f" &TILESET_{tileset['tilesetNameUpper']},\n"
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data += f"}};\n"
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# Write header.
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outputFile = os.path.join(args.headers_dir, "display", "tileset", f"tilesetlist.h")
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os.makedirs(os.path.dirname(outputFile), exist_ok=True)
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with open(outputFile, 'w') as f:
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f.write(data)
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Reference in New Issue
Block a user