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path: root/src/exporter.py
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from common import *
import array
import sys
from ctypes import create_string_buffer

def RGB5A3Encode(tex):
	tex = tex.toImage()
	w, h = tex.width(), tex.height()
	padW = (w + 3) & ~3
	padH = (h + 3) & ~3

	destBuffer = create_string_buffer(padW * padH * 2)

	shortstruct = struct.Struct('>H')
	sspack = shortstruct.pack_into
	offset = 0

	for ytile in xrange(0, padW, 4):
		for xtile in xrange(0, padH, 4):
			for ypixel in xrange(ytile, ytile + 4):
				for xpixel in xrange(xtile, xtile + 4):

					if xpixel >= w or ypixel >= h:
						rgbDAT = 0x7FFF
					else:
						pixel = tex.pixel(xpixel, ypixel)

						a = pixel >> 24
						r = (pixel >> 16) & 0xFF
						g = (pixel >> 8) & 0xFF
						b = pixel & 0xFF

						if a < 245: #RGB4A3
							alpha = a/32
							red = r/16
							green = g/16
							blue = b/16

							rgbDAT = (blue) | (green << 4) | (red << 8) | (alpha << 12)

						else: # RGB555
							red = r/8
							green = g/8
							blue = b/8

							rgbDAT = (blue) | (green << 5) | (red << 10) | (0x8000) # 0rrrrrgggggbbbbb

					sspack(destBuffer, offset, rgbDAT)
					offset += 2

	return destBuffer.raw

class KPMapExporter:
	class LayerExporter:
		def __init__(self, layer):
			self.layer = layer

		def buildSectors(self, sectors, indices):
			# we'll use the cache held by the layer: why reinvent the wheel?
			layer = self.layer
			layer.updateCache()
			cache = layer.cache

			# first off, get all the info and figure out the sector bounds
			layerX, layerY = layer.cacheBasePos
			layerWidth, layerHeight = layer.cacheSize

			sectorLeft = layerX / 16
			sectorTop = layerY / 16
			sectorRight = (layerX + layerWidth) / 16
			sectorBottom = (layerY + layerHeight) / 16

			rawSectors = []
			for i in xrange(sectorBottom - sectorTop + 1):
				rawSectors.append([None for j in xrange(sectorRight - sectorLeft + 1)])

			# copy every tile index over
			for srcY in xrange(layerHeight):
				srcRow = cache[srcY]
				worldY = srcY + layerY
				sectorY = worldY / 16
				destY = worldY % 16

				destRow = rawSectors[sectorY]

				for srcX in xrange(layerWidth):
					worldX = srcX + layerX
					sectorX = worldX / 16
					destX = worldX % 16

					tile = srcRow[srcX]
					if tile == -1: continue

					destSector = destRow[sectorX]
					if destSector is None:
						destSector = [[-1 for j in xrange(16)] for i in xrange(16)]
						destRow[sectorX] = destSector

					destSector[destY][destX] = tile

			# now add the created sectors to the data
			count = reduce(lambda x,y: x+len(y), rawSectors, 0)
			sectorMap = [-1 for i in xrange(count)]
			destIdx = 0

			for srcRow in rawSectors:
				for sector in srcRow:
					if sector is not None:
						# see if it's a duplicate or not
						sectorKey = '|'.join(map(lambda x: ','.join(map(str, x)), sector))

						try:
							sectorMap[destIdx] = indices[sectorKey]
						except KeyError:
							indices[sectorKey] = len(sectors)
							sectorMap[destIdx] = len(sectors)
							sectors.append(sector)

					destIdx += 1

			self.sectorBounds = (sectorLeft, sectorTop, sectorRight, sectorBottom)
			self.sectorMap = sectorMap



	def __init__(self, mapObj):
		self.map = mapObj

		self.layers = map(KPMapExporter.LayerExporter, self.map.layers)

	def build(self):
		u32 = struct.Struct('>I')
		u16 = struct.Struct('>H')
		zero32 = u32.pack(0)

		requiredFixUps = []
		stringsToAdd = set()
		textures = set()
		offsets = {None: 0xFFFFFFFF}

		# first off, build the sectors
		sectors = []
		sectorIndices = {}

		for layer in self.layers:
			if isinstance(layer.layer, KPTileLayer):
				layer.buildSectors(sectors, sectorIndices)

		sectorData = self._packSectorData(sectors)

		# now that we've got that, we can pack the first part of the file
		data = bytearray(struct.pack('>IIII', len(self.layers), 16 + len(sectorData), 0, 0))

		# list of layer pointers goes here.. or will, later
		data += sectorData

		for layer in self.layers:
			requiredFixUps.append((len(data), layer))
			data += zero32

		# now build the layers
		for eLayer in self.layers:
			layer = eLayer.layer

			offsets[eLayer] = len(data)
			offsets[layer] = len(data)

			if isinstance(layer, KPTileLayer):
				data += u32.pack(0)

				# tileset name
				stringsToAdd.add(layer.tileset)
				requiredFixUps.append((len(data), layer.tileset))
				data += zero32

				# sector info
				data += struct.pack('>IIII', *eLayer.sectorBounds)
				data += ''.join(map(u16.pack, eLayer.sectorMap))

				pad = (4 - (len(data) & 3)) % 4
				data += ('\0' * pad)

			elif isinstance(layer, KPDoodadLayer):
				data += u32.pack(1)

				# doodad list
				data += u32.pack(len(layer.objects))
				for doodad in layer.objects:
					requiredFixUps.append((len(data), doodad))
					data += zero32

				# now pack them ...
				for doodad in layer.objects:
					offsets[doodad] = len(data)

					x, y = doodad.position
					w, h = doodad.size
					data += struct.pack('>fffffii', x, y, w, h, doodad.angle, 0, len(doodad.animations))

					texture = doodad.source[1]
					textures.add(texture)
					requiredFixUps.append((len(data) - 8, texture))

					for anim in doodad.animations:
						rLoop, rCurve, rFrames, rType, rStart, rEnd = anim

						loopid = self.ANIM_LOOPS.index(rLoop)
						curveid = self.ANIM_CURVES.index(rCurve)
						typeid = self.ANIM_TYPES.index(rType)
						data += struct.pack('>iififf', loopid, curveid, rFrames, typeid, rStart, rEnd)

			elif isinstance(layer, KPPathLayer):
				data += u32.pack(2)

				# lists
				current = len(data)
				nodeArray = current + 16
				pathArray = nodeArray + (len(layer.nodes) * 4)

				data += struct.pack('>IIII', len(layer.nodes), nodeArray, len(layer.paths), pathArray)

				for node in layer.nodes:
					requiredFixUps.append((len(data), node))
					data += zero32
				for path in layer.paths:
					requiredFixUps.append((len(data), path))
					data += zero32

				# now do the actual structs
				for node in layer.nodes:
					offsets[node] = len(data)

					x, y = node.position
					current = len(data)
					data += struct.pack('>hhiiii', x, y, 0, 0, 0, 0)

					exits = node.exits + [None,None,None,None] # TODO
					requiredFixUps.append((current+4, exits[0]))
					requiredFixUps.append((current+8, exits[1]))
					requiredFixUps.append((current+12, exits[2]))
					requiredFixUps.append((current+16, exits[3]))

					if node.isStop():
						if node.level:
							level1, level2 = node.level
							data += struct.pack('>ibbbb', 2, level1, level2, 0, 0)
							typeid = 2

						elif node.mapChange:
							data += u32.pack(3)

							destMap = node.mapChange
							requiredFixUps.append((len(data), destMap))
							stringsToAdd.add(destMap)

							data += struct.pack('>ibbbb', 0, node.mapID, node.foreignID, node.transition, 0)

						else:
							data += u32.pack(1)
					else:
						data += u32.pack(0)

				for path in layer.paths:
					offsets[path] = len(data)

					start = path._startNodeRef()
					end = path._endNodeRef()
					current = len(data)

					requiredFixUps.append((current, start))
					requiredFixUps.append((current+4, end))
					requiredFixUps.append((current+8, path.linkedLayer))
					data += (zero32 * 3)

					data += struct.pack('>fi', path.movementSpeed, path.animation)

		# unlocking paths/nodes!
		unlocks = []
		us = struct.Struct('>bbbbi')

		for node in self.map.pathLayer.nodes:
			if not node.level: continue

			checked = set()
			affected = []
			self._findUnlocksForNode(node, checked, affected, True)

			level1, level2 = node.level

			for item, secret in affected:
				unlocks.append(us.pack(secret, level1, level2, 0, offsets[item]))

		struct.pack_into('>ii', data, 8, len(unlocks), len(data))
		data += ''.join(unlocks)

		# now that we're almost done... pack the strings
		for string in stringsToAdd:
			offsets[string] = len(data)
			data += str(string)
			data += '\0'

		# textures
		texHeaderStartOffset = len(data)
		texHeaderEndOffset = texHeaderStartOffset + (len(textures) * 0x20)

		texDataStartOffset = (texHeaderEndOffset + 0x1F) & ~0x1F
		texPadding = texDataStartOffset - texHeaderEndOffset

		currentTexOffset = texDataStartOffset
		
		imageData = []

		for tex in textures:
			offsets[tex] = len(data)
			data += self._buildGXTexObjRGB5A3(tex.width(), tex.height(), currentTexOffset)

			converted = RGB5A3Encode(tex)
			imageData.append(converted)
			currentTexOffset += len(converted)

		data += ('\0' * texPadding)
		for piece in imageData:
			data += piece

		# to finish up, correct every offset
		for offset, target in requiredFixUps:
			u32.pack_into(data, offset, offsets[target])

		return data

	ANIM_LOOPS = ['Contiguous', 'Loop', 'Reversible Loop']
	ANIM_CURVES = ['Linear', 'Sinusoidial', 'Cosinoidial']
	ANIM_TYPES = ['X Position', 'Y Position', 'Angle', 'X Scale', 'Y Scale', 'Opacity']


	def _findUnlocksForNode(self, node, checked, affected, isFirstBranch=False, secret=None):
		if node in checked: return

		checked.add(node)

		for path in node.exits:
			if path not in checked:
				checked.add(path)
				self._findUnlocksForPath(path, node, checked, affected, isFirstBranch, secret)


	def _findUnlocksForPath(self, path, sourceNode, checked, affected, isFirstBranch, secret=None):
		start, end = path._startNodeRef(), path._endNodeRef()
		if start == sourceNode:
			destNode = end
			if isFirstBranch and path.unlocks != 1:
				return
		else:
			destNode = start
			if isFirstBranch and path.unlocks != 2:
				return

		if secret is None:
			secret = path.secret
		affected.append((path, secret))

		if not destNode.isStop():
			self._findUnlocksForNode(destNode, checked, affected, False, secret)


	def _buildGXTexObjRGB5A3(self, width, height, imgOffset):
		# Format: RGB5A3 (5)
		# Wrap: CLAMP (0)
		return struct.pack('>IIIIIIIHH',
				0x10, 0,
				(0x20000 | ((height - 1) << 10) | (width - 1)),
				imgOffset, # (imgptr >> 5)
				0, 0, 0,
				(((width + 3) / 4) * ((height + 3) / 4)) & 0x1FFFF,
				0x0202
				)


	def _packSectorData(self, sectors):
		rowStruct = struct.Struct('>16h')
		output = []

		for sector in sectors:
			for row in sector:
				output.append(rowStruct.pack(*row))

		return ''.join(output)