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NAME

Data::ChipsChallenge - Perl interface to Chip's Challenge data files.

SYNOPSIS

  my $cc = new Data::ChipsChallenge("./CHIPS.DAT");

  print "This CHIPS.DAT file contains ", $cc->levels, " levels.\n\n";

  for (my $i = 1; $i <= $cc->levels; $i++) {
    my $info = $cc->getLevelInfo($i);
    print "Level $info->{level} - $info->{title}\n"
      . "Time Limit: $info->{time}\n"
      . "     Chips: $info->{chips}\n"
      . "  Password: $info->{password}\n\n";
  }

DESCRIPTION

This module provides an interface for reading and writing to Chip's Challenge data files ("CHIPS.DAT") that is shipped with Best of Windows Entertainment Pack's Chip's Challenge.

Chip's Challenge is a 2D tilebased maze game. The goal of each level is usually to collect a certain number of computer chips, so that a chip socket can be opened and the player can get to the exit and proceed to the next level.

This module is able to read and manipulate the data file that contains all these levels. For some examples, see those in the "eg" folder shipped with this module.

Documentation on the CHIPS.DAT file format can be found at this location: http://www.seasip.info/ccfile.html -- in case that page no longer exists, I've archived a copy of it in the doc/ directory with this source distribution.

DISCLAIMER

This module only provides the mechanism for which you can read and manipulate a CHIPS.DAT game file. However, it cannot include a copy of the official CHIPS.DAT, as that file is copyrighted by its creators. If you have an original copy of the Chip's Challenge game from the BOWEP collection, you can use its CHIPS.DAT with this module.

METHODS

All of the following methods will return a value (or in the very least, 1). If any errors occur inside any methods, the method will return undef, and the error text can be obtained from $Data::ChipsChallenge::Error.

new ([string FILE,] hash OPTIONS)

Create a new ChipsChallenge object. If you pass in an odd number of arguments, the first argument is taken as a default "CHIPS.DAT" file to load, and the rest is taken as a hash like 99% of the other CPAN modules. Loading the standard Chip's Challenge file with 149 levels takes a few seconds.

Alternatively, pass options in hash form:

  bool   debug = Enable or disable debug mode
  string file  = The path to CHIPS.DAT

Ex:

  my $cc = new Data::ChipsChallenge("CHIPS.DAT");
  my $cc = new Data::ChipsChallenge("CHIPS.DAT", debug => 1);
  my $cc = new Data::ChipsChallenge(file => "CHIPS.DAT", debug => 1);

create (int LEVELS)

Create a new, blank, CHIPS.DAT file. Pass in the number of levels you want for your new CHIPS.DAT. This method will clear out any loaded data and initialize blank grids for each level specified.

Additional levels can be added or destroyed via the addLevel and deleteLevel functions.

load (string FILE)

Load a CHIPS.DAT file into memory. Returns undef on error, or 1 on success.

write ([string FILE])

Write the loaded data into a CHIPS.DAT file. This file should be able to be loaded into Chip's Challenge and played. Returns undef and sets $Data::ChipsChallenge::Error on any errors.

If not given a filename, it will write to the same file that was last loaded. If no file was ever loaded then it would default to a file named "CHIPS.DAT".

levels

Returns the number of loaded levels. When loading the standard CHIPS.DAT, this method will probably return 149.

  print "There are ", $cc->levels, " levels in this file.\n";

getLevelInfo (int LVL_NUMBER)

Get information about a level. Returns a hashref of all the info available for the level, which may include some or all of the following keys:

  level:    The level number of this map (3 digits, zero-padded, e.g. 001)
  title:    The name of the map
  password: The four-letter password for this level
  time:     The time limit (if 0, means there's no time limit)
  chips:    Number of chips required to open the socket on this map
  hint:     The text of the hint on this map (if no hint, this key won't exist)

Example:

  for (my $i = 1; $i <= $cc->levels; $i++) {
    my $info = $cc->getLevelInfo($i);
    print "Level: $info->{level} - $info->{title}\n"
        . " Time: $info->{time}   Chips: $info->{chips}\n"
        . " Pass: $info->{password}\n"
        . (exists $info->{hint} ? " Hint: $info->{hint}\n" : "")
        . "\n";
  }

Returns undef if the level isn't found, or if the level number wasn't given.

setLevelInfo (int LVL_NUMBER, hash INFO)

Set metadata about a level. The following information can be set:

  level
  title
  password
  time
  chips
  hint

See "getLevelInfo" for the definition of these fields.

Note that the level field should equal LVL_NUMBER. It's possible to override this to be something different, but it's not recommended. If you want to test your luck anyway, pass in the level field manually any time you call setLevelInfo. When the level field is not given, it defaults to the given LVL_NUMBER.

You don't need to pass in every field. For example if you only want to change a level's time limit, you can pass only the time:

  # Level 131, "Totally Unfair", is indeed totally unfair - only 60 seconds to
  # haul butt to barely survive the level? Let's up the time limit.
  $cc->setLevelInfo (131, time => 999);

  # Or better yet, remove the time limit altogether!
  $cc->setLevelInfo (131, time => 0);

Special considerations:

  * There must be a title
  * There must be a password
  * All level passwords must be unique

If there's an error, this function returns undef and sets $Data::ChipsChallenge::Error to the text of the error message.

getUpperLayer (int LVL_NUMBER)

Returns a 2D array of all the tiles in the "upper" (primary) layer of the map for level LVL_NUMBER. Each entry in the map is an uppercase plaintext hexadecimal code for the object that appears in that space. The grid is referenced by Y/X notation, not X/Y; that is, it's an array of rows (Y) and each row is an array of columns (X).

The upper layer is where most of the stuff happens. The lower layer is primarily for things such as: traps hidden under movable blocks, clone machines underneath monsters, etc.

Returns undef and sets $Data::ChipsChallenge::Error on error.

getLowerLayer (int LVL_NUMBER)

Returns a 2D array of all the tiles in the "lower" layer of the map for level LVL_NUMBER. On most maps the lower layer is made up only of floor tiles.

See "getUpperLayer".

setUpperLayer (int LVL_NUMBER, grid MAP_DATA)

Sets the upper layer of a level with the 2D array in MAP_DATA. The array should be like the one given by getUpperLayer. The grid must have 32 rows and 32 columns in each row. Incomplete map data will be rejected.

setLowerLayer (int LVL_NUMBER, grid MAP_DATA)

Sets the lower layer of a level with the 2D array in MAP_DATA. The array should be like the one given by getLowerLayer. The grid must have 32 rows and 32 columns in each row. Incomplete map data will be rejected.

getBearTraps (int LVL_NUMBER)

Get all the coordinates to bear traps and their release buttons. Returns an arrayref of hashrefs in the following format:

  [
    {
      button => [ X, Y ],
      trap   => [ X, Y ],
    },
  ];

Where X, Y are the coordinates of the tiles involved, beginning at 0,0 and going to 31,31.

setBearTraps (int LVL_NUMBER, arrayref BEARTRAPS)

Define bear trap coordinates. You must define every bear trap with this method; calling it overwrites the existing bear trap data with the ones you provide.

The arrayref should be formatted the same as the one you got from getBearTraps.

  $cc->setBearTraps (5, [
    {
      button => [ 5, 6 ],
      trap   => [ 7, 8 ],
    },
    {
      button => [ 1, 2 ],
      trap   => [ 3, 4 ],
    },
  ]);

getCloneMachines (int LVL_NUMBER)

Get all the coordinates to clone machines and the buttons that activate them. Returns an arrayref of hashrefs in the following format:

  [
    {
      button => [ X, Y ],
      clone  => [ X, Y ],
    },
  ];

Where X, Y are the coordinates of the tiles involves, beginning at 0,0 and going to 31,31.

setCloneMachines (int LVL_NUMBER, arrayref CLONE_MACHINES)

Define the coordinates for the clone machines in this level. Pass in the complete list of clone machines, as calling this function will replace the existing clone machine data.

Give it a data structure in the same format as getCloneMachines. Ex:

  $cc->setCloneMachines (113, [
    {
      button => [ 25, 13 ],
      clone  => [ 16, 32 ],
    },
  ]);

getMovement (int LVL_NUMBER)

Get all the coordinates of every creature in the level that "moves". Returns an arrayref of coordinates in the following format:

  [
    [ X, Y ],
    [ X, Y ],
    ...
  ];

setMovement (int LVL_NUMBER, arrayref MOVEMENT)

Define the movement coordinates. Give this method a similar data structure to what getMovement returns: an arrayref of arrays of X/Y coordinates.

Each coordinate given should point to a tile where a creature has been placed in order for that creature to move when the map is loaded in-game. Any creature that doesn't have its position in the Movement list won't move at all and will stay put. This isn't very fun.

  $cc->setMovement (133, [
    [ 25, 25 ],
    [ 25, 26 ],
    [ 25, 27 ],
  ]);

INTERNAL METHODS

process_map (int LVL_NUMBER, bin RAW_BINARY) *Internal

Used internally to process the RAW_BINARY map data, which possibly belongs to LVL_NUMBER, and returns a 2D array of the 32x32 tile grid. The grid consists of uppercase hexadecimal bytes that represent what is on each tile.

If the length of RAW_BINARY is not 1024 bytes, your program WILL crash. This shouldn't happen on a valid CHIPS.DAT file (if Chip's Challenge won't accept it, that's an indicator that this Perl module won't either).

compress_map (grid MAP_DATA)

Given the 2D grid MAP_DATA, the map is compressed and returned in raw binary.

decode_password (bin RAW_BINARY)

Given the encoded level password in raw binary (4 bytes followed by a null byte), this function returns the 4 ASCII byte password in clear text. This is the password you'd type into Chip's Challenge.

Passwords are decoded by XORing the values in the raw binary by hex 0x99, if you're curious.

encode_password (string PASSWORD)

Given the plain text password PASSWORD, it encodes it and returns it as a 5 byte binary string (including the trailing null byte).

random_password

Returns a random 4-letter password.

REFERENCE

The following is some reference material relating to certain in-game data structures.

Option Fields Max Length

If the "Option Fields" are more than 1152 bytes altogether, Chip's Challenge will crash when loading the level. The "Option Fields" include the following:

  Map Title
  Bear Trap Controls
  Cloning Machine Controls
  Map Password
  Map Hint
  Movement

Bear Trap Controls use 10 bytes for every link. Cloning Machine Controls use 8 bytes for every link. Map passwords use 7 bytes. Movement data uses 2 bytes per entry.

In addition, bear traps, clone machines, and movement data use 2 bytes in their headers.

Object Hex Codes

The two map layers on each level are 2D arrays of uppercase hexadecimal codes. Each of these codes corresponds to a certain object that is placed at that location in the map. This table outlines what each of these hex codes translates to, object-wise:

  00 Empty Tile (Space)
  01 Wall
  02 Computer Chip
  03 Water
  04 Fire
  05 Invisible Wall (won't appear)
  06 Blocked North
  07 Blocked West
  08 Blocked South
  09 Blocked East
  0A Movable Dirt Block
  0B Dirt (mud, turns to floor)
  0C Ice
  0D Force South (S)
  0E Cloning Block North (N)
  0F Cloning Block West (W)
  10 Cloning Block South (S)
  11 Cloning Block East (E)
  12 Force North (N)
  13 Force East (E)
  14 Force West (W)
  15 Exit
  16 Blue Door
  17 Red Door
  18 Green Door
  19 Yellow Door
  1A South/East Ice Slide
  1B South/West Ice Slide
  1C North/West Ice Slide
  1D North/East Ice Slide
  1E Blue Block (becomes Tile)
  1F Blue Block (becomes Wall)
  20 NOT USED
  21 Thief
  22 Chip Socket
  23 Green Button - Switch Blocks
  24 Red Button   - Cloning
  25 Switch Block - Closed
  26 Switch Block - Open
  27 Brown Button - Bear Traps
  28 Blue Button  - Tanks
  29 Teleport
  2A Bomb
  2B Bear Trap
  2C Invisible Wall (will appear)
  2D Gravel
  2E Pass Once
  2F Hint
  30 Blocked South/East
  31 Cloning Machine
  32 Force Random Direction
  34 Burned Chip
  35 Burned Chip (2)
  36 NOT USED
  37 NOT USED
  38 NOT USED
  39 Chip in Exit - End Game
  3A Exit - End Game
  3B Exit - End Game
  3C Chip Swimming (N)
  3D Chip Swimming (W)
  3E Chip Swimming (S)
  3F Chip Swimming (E)
  40 Bug (N)
  41 Bug (W)
  42 Bug (S)
  43 Bug (E)
  44 Firebug (N)
  45 Firebug (W)
  46 Firebug (S)
  47 Firebug (E)
  48 Pink Ball (N)
  49 Pink Ball (W)
  4A Pink Ball (S)
  4B Pink Ball (E)
  4C Tank (N)
  4D Tank (W)
  4E Tank (S)
  4F Tank (E)
  50 Ghost (N)
  51 Ghost (W)
  52 Ghost (S)
  53 Ghost (E)
  54 Frog (N)
  55 Frog (W)
  56 Frog (S)
  57 Frog (E)
  58 Dumbbell (N)
  59 Dumbbell (W)
  5A Dumbbell (S)
  5B Dumbbell (E)
  5C Blob (N)
  5D Blob (W)
  5E Blob (S)
  5F Blob (E)
  60 Centipede (N)
  61 Centipede (W)
  62 Centipede (S)
  63 Centipede (E)
  64 Blue Key
  65 Red Key
  66 Green Key
  67 Yellow Key
  68 Flippers
  69 Fire Boots
  6A Ice Skates
  6B Suction Boots
  6C Chip (N)
  6D Chip (W)
  6E Chip (S) (always used)
  6F Chip (E)

BUGS

Surely.

During its development, this module was used by its author and could accomplish the following things:

  * Load all 149 levels of the standard CHIPS.DAT, then plow through the data
    and create JavaScript files that represented the information in each map
    using JavaScript data structures (possibly for a JavaScript-based Chip's
    Challenge clone -- although I won't admit to it until it's completed!)

  * Load the original CHIPS.DAT, create a new blank CHIPS.DAT with the same
    number of levels, and randomly sort the levels into the new file. You get
    the same Chip's Challenge gameplay experience, but with completely random
    levels like ya don't remember.

  * Load the original CHIPS.DAT into memory, and write it to a different
    output file, and both files computed the exact same MD5 sum.

Your mileage may vary. If you do encounter any bugs, feel free to bother me about them!

CHANGES

  0.02  Wed Oct  5 2016
  - Updated the documentation, added a copy of the CHIPS.DAT format docs,
    started hosting on GitHub: https://github.com/kirsle/Data-ChipsChallenge
  - Switched to semantic versioning.

  0.01  Wed Jan 28 2009
  - Initial release.

SEE ALSO

CHIPS.DAT File Format: http://www.seasip.info/ccfile.html

Chip's Challenge Corridor: http://chips.kaseorg.com/

Tile World, an Open Source Chip's Challenge Emulator: http://www.muppetlabs.com/~breadbox/software/tworld/

LICENSE

This module was written using information freely available on the Internet and contains no proprietary works.

  The MIT License (MIT)

  Copyright (c) 2016 Noah Petherbridge

  Permission is hereby granted, free of charge, to any person obtaining a copy
  of this software and associated documentation files (the "Software"), to deal
  in the Software without restriction, including without limitation the rights
  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  copies of the Software, and to permit persons to whom the Software is
  furnished to do so, subject to the following conditions:

  The above copyright notice and this permission notice shall be included in all
  copies or substantial portions of the Software.

  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  SOFTWARE.

AUTHOR

Noah Petherbridge, https://www.kirsle.net/