+var gamedata = {
+ // associative array for gamedata files
+ load: function(def) { return this[def] ? this[def] : this[def] = new Textfile(def); }
+}
+
+var gfx = {
+ // associative array for game graphics
+ load: function(def) {
+ if (!this[def]) {
+ this[def] = document.createElement("img");
+ this[def].setAttribute("src", def);
+ }
+ return this[def];
+ }
+}
+
+// map object is global
+var map;
+
+// quest status
+var qstatus = {};
+
+function Textfile(txtfile) {
+ // fetch and parse gamedata file into structured object
+ var lines, fetch = new XMLHttpRequest();
+ fetch.open("GET", txtfile, false);
+ fetch.send();
+
+ function merge(obj, file) {
+ for (each in file) {
+ if (Array.isArray(obj[each]) && Array.isArray(file[each])) obj[each] = [ ...obj[each], ...file[each] ];
+ else if (Array.isArray(obj[each])) obj[each] = [ ...obj[each], file[each] ];
+ else if (Array.isArray(file[each])) obj[each] = [ obj[each], ...file[each] ];
+ else if (each in obj) obj[each] = [ obj[each], file[each] ];
+ else obj[each] = file[each];
+ }
+ }
+
+ var line, key, value, ref = this, section;
+ for (line of fetch.responseText.split('\n')) switch(true) {
+ // INCLUDE file
+ case /^INCLUDE .+$/.test(line):
+ //console.log("Including: " + line.split(/ /)[1]);
+ merge(ref, new Textfile(line.split(/ /)[1]));
+ break;
+ // section headers that always become array elements
+ case /^\[(npc|event|layer|dialog)\]$/.test(line):
+ section = line.split(/[\]\[]/)[1]; ref = {};
+ if (!this[section]) this[section] = [ref];
+ else if ( Array.isArray(this[section])) this[section].push(ref);
+ break;
+ // general section headers (may or may not be unique)
+ case /^\[.*\]$/.test(line):
+ section = line.split(/[\]\[]/)[1]; ref = {};
+ if (!this[section]) this[section] = ref;
+ else if (!Array.isArray(this[section])) this[section] = [this[section],ref];
+ else if ( Array.isArray(this[section])) this[section].push(ref);
+ break;
+ // Clear section on empty line
+ case /^ *$/.test(line):
+ ref = this;
+ break;
+ // frame definition from animation files
+ // frame=#frame,direction,srcX,srcY,width,height,dstX,dstY
+ case /^frame=[0-9]+,[0-7](,[0-9-]+){6}$/.test(line):
+ key = line.split(/[=,]/).slice(1,3); value = line.split(/,/).slice(-6);
+ if (!ref.frame) ref.frame = [];
+ if (!ref.frame[key[0]]) ref.frame[key[0]] = [];
+ ref.frame[key[0]][key[1]] = value.map(x => parseInt(x));
+ break;
+ // order of gfx draw from engine/hero_layers.txt
+ // layer=direction,list,of,limbs,...
+ case /^layer=[0-9]+,/.test(line):
+ key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
+ if (!ref.layer) ref.layer = []; ref.layer[key] = value;
+ break;
+ // empty data= line starting map data in map files
+ case /^data=$/.test(line):
+ ref.data = [];
+ break;
+ // map data array
+ case /^[0-9,]+,$/.test(line):
+ value = line.split(/,/).slice(0,-1);
+ ref.data = ref.data.concat(value);
+ break;
+ // map data array (last line)
+ case /^[0-9,]+$/.test(line):
+ value = line.split(/,/);
+ ref.data = ref.data.concat(value);
+ ref.data = ref.data.map(x => parseInt(x));
+ break;
+ // tile description from tiledef file
+ // tile=#tile,srcX,srcY,width,height,dstX,dstY
+ case /^tile=[0-9]+,/.test(line):
+ key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
+ if (!ref.tile) ref.tile = []; ref.tile[key] = value.map(x => parseInt(x));
+ break;
+ // animated tile from tiledef file
+ // animation=#tile;(srcX,srcY,duration;)...
+ case /^animation=[0-9]+;.*;$/.test(line):
+ key = line.split(/[=;]/)[1]; value = line.split(/;/).slice(1,-1);
+ value = value.map(x => x.split(/,/));
+ value.forEach(x => x[2] = parseInt(x[2]));
+ if (!ref.animation) ref.animation = []; ref.animation[key] = value;
+ break;
+ // frame duration from animation file (im millisec)
+ case /^duration=[0-9]+ms$/.test(line):
+ ref.duration = line.split(/=|ms$/)[1];
+ break;
+ // frame duration from animation file (in whole seconds)
+ case /^duration=[0-9]+s$/.test(line):
+ ref.duration = line.split(/=|s$/)[1] * 1000;
+ break;
+ // mapmod events
+ case /^mapmod=.*$/.test(line):
+ ref.mapmod = line.split(/[=]/)[1].split(/[;]/).map( m => m.split(/[,]/).map( n => n * 1 ? n * 1 : n) );
+ break;
+ // status array used in events
+ case /^(requires_status|requires_not_status|set_status|unset_status)=.*$/.test(line):
+ key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1];
+ ref[key] = value.split(/[,]/);
+ break;
+ // general array type, will not be aggregated
+ case /^[^#].*=.*,.*$/.test(line):
+ key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1].split(/,/);
+ ref[key] = value.map(m => m * 1 ? m * 1 : m); // parse numerics
+ break;
+ // general key=value
+ case /^[^#].*=.+$/.test(line):
+ key = line.split(/[=]/)[0];
+ value = line.split(/=/).slice(1).join("=");
+ value = value * 1 ? value * 1 : value; // try to parse as numeric
+ if (!ref[key]) ref[key] = value;
+ else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value];
+ else if ( Array.isArray(ref[key])) ref[key].push(value);
+ break;
+ }
+}
+
+function Map(textdef) {
+ // object for map operations (drawing coorinate transformation, etc.)
+ this.info = gamedata.load(textdef);
+ const tileset = gamedata.load(this.info.header.tileset);
+ const frametime = performance.now();
+ gfx.load(tileset.img);
+
+ const h = this.info.header.height, w = this.info.header.width;
+ const th = this.info.header.tileheight, tw = this.info.header.tilewidth;
+ var posx = canvas.canvas.width / 2, posy = canvas.canvas.height / 2 - h * th/2;
+
+ canvas.fillStyle = "rgba("+this.info.header.background_color+")";
+
+ // precalculated tile positions
+ // assign x/y coordinates to each tile index
+ // looks dumb but is faster than on the fly isometric calculations
+ const dx = [], dy = [];
+ for ( let y = 0; y < h; y++ ) for ( let x = 0; x < w; x++ ) {
+ dx[y * w + x] = (w + x - y) * tw / 2;
+ dy[y * w + x] = (x + y) * th / 2;
+ }
+
+ const npcs = [];
+ if (this.info.npc) for (let def of this.info.npc) {
+ let loc = def.location[1] * w + def.location[0];
+ npcs[loc] = new Npc(def.filename)
+ npcs[loc].place(dx[loc], dy[loc]);
+ this.info.layer.find(l => l.type == "collision").data[loc] = 1;
+ }
+
+ this.triggers = [];
+ for ( let ev of this.info.event.filter(e => e.activate == "on_trigger") ) {
+ for (let x = ev.location[0]; x < ev.location[0] + ev.location[2]; x++)
+ for (let y = ev.location[1]; y < ev.location[1] + ev.location[3]; y++) {
+ let loc = y * w + x;
+ if (!this.triggers[loc]) this.triggers[loc] = [];
+ this.triggers[loc].push(ev);
+ }
+ }
+
+ // tile index for pixel position on map
+ this.tileAt = function(x, y) {
+ var r = (y + th / 2) / th; var c = (x - w * tw /2) / tw;
+ var nx = r + c |0; var ny = r - c |0;
+ return ny * w + nx;
+ }
+ this.tileX = (x,y) => this.tileAt(x,y) % w;
+ this.tileY = (x,y) => this.tileAt(x,y) / w |0;
+
+ // vice versa the pixel coordinates of a given map tile
+ this.positionOf = (tl, ty = -1) => (~ty) ? [dx[ty * w + tl], dy[ty * w + tl]] : [ dx[tl], dy[tl] ];
+ this.xOf = (tl, ty = -1) => (~ty) ? dx[ty * w + tl] : dx[tl];
+ this.yOf = (tl, ty = -1) => (~ty) ? dy[ty * w + tl] : dy[tl];
+
+ // map pixel for given screen pixel
+ this.mapX = x => x - posx;
+ this.mapY = y => y - posy;
+
+ // center map to pixel position (by setting drawing offsets)
+ this.center = function(x, y) {
+ posx = canvas.canvas.width / 2 - x;
+ posy = canvas.canvas.height / 2 - y;
+ return this;
+ }
+
+ // draw the entire map, including all mobs
+ // mobs is an array of all heros, enemies, loot, npcs, etc.
+ this.draw = function(mobs) {
+ const bg = this.info.layer.find(l => l.type == "background").data;
+ const ob = this.info.layer.find(l => l.type == "object").data;
+ var i, mm = [];
+
+ // mobs only have x/y pixel positions,
+ // to draw them in order with map tiles we set up
+ // an array with current tile positions of mobs
+ mobs.forEach(m => {
+ let i = this.tileAt(m.position[0], m.position[1]);
+ mm[i] = mobs.filter(m => i == this.tileAt(m.position[0], m.position[1]));
+ });
+ canvas.fillRect(0,0, canvas.canvas.width, canvas.canvas.height);
+
+ // draw background layer first
+ for ( i = 0; i < h * w; i++ ) draw_tile(bg[i], posx + dx[i], posy + dy[i]);
+
+ // draw object layer and mobs
+ for ( i = 0; i < h * w; i++ ) {
+ draw_tile(ob[i], posx + dx[i], posy + dy[i]);
+ if (mm[i]) mm[i].forEach(m => m.draw(posx + m.position[0], posy + m.position[1]));
+ if (npcs[i]) npcs[i].draw(posx + dx[i], posy + dy[i]);
+ }
+ }
+
+ // draw a single map tile at screen position x/y
+ // tile may be animated, if so defined in tiledef
+ function draw_tile(tile, x, y) {
+ const t = tileset.tile[tile];
+ const f = tileset.animation[tile];
+ x = x |0; y = y |0;
+
+ if (t && f) {
+ frame = ((performance.now() - frametime) / f[0][2] |0) % f.length;
+ if ( x + t[2] - t[4] > 0 && y + t[3] - t[5] > 0 && x - t[4] < canvas.canvas.width && y - t[5] < canvas.canvas.height)
+ canvas.drawImage(gfx[tileset.img], f[frame][0], f[frame][1], t[2], t[3],
+ x - t[4], y - t[5], t[2], t[3]);
+ } else if (t) {
+ if ( x + t[2] - t[4] > 0 && y + t[3] - t[5] > 0 && x - t[4] < canvas.canvas.width && y - t[5] < canvas.canvas.height)
+ canvas.drawImage(gfx[tileset.img], t[0], t[1], t[2], t[3],
+ x - t[4], y - t[5], t[2], t[3]);
+ }
+ }
+}
+
+function Sprite(textdef) {
+ // sprite object, mostly for gfx representation
+ // may be hero, enemy, loot, npc, etc.