1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
|
from common import *
import array
import sys
import math
from ctypes import create_string_buffer
# Useful Stuff
u32 = struct.Struct('>I')
u16 = struct.Struct('>H')
zero32 = u32.pack(0)
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, padH, 4):
for xtile in xrange(0, padW, 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
class TileLayerExporter(LayerExporter):
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 - 1) / 16
sectorBottom = (layerY + layerHeight - 1) / 16
rawSectors = []
for i in xrange(sectorBottom - sectorTop + 1):
rawSectors.append([None for j in xrange(sectorRight - sectorLeft + 1)])
tileset = KP.tileset(layer.tileset)
optMappings = tileset.optMappings
# 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 - sectorTop]
for srcX in xrange(layerWidth):
worldX = srcX + layerX
sectorX = worldX / 16
destX = worldX % 16
tile = srcRow[srcX]
if tile == -1: continue
tile = optMappings[tile]
if tile == -1: continue
destSector = destRow[sectorX - sectorLeft]
if destSector is None:
destSector = [[-1 for j in xrange(16)] for i in xrange(16)]
destRow[sectorX - sectorLeft] = destSector
destSector[destY][destX] = tile
# now add the created sectors to the data
count = reduce(lambda x,y: x+len(y), rawSectors, 0)
sectorMap = [0xFFFF 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.realBounds = (layerX, layerY, layerX+layerWidth-1, layerY+layerHeight-1)
self.sectorMap = sectorMap
class DoodadLayerExporter(LayerExporter):
pass
class PathLayerExporter(LayerExporter):
pass
def __init__(self, mapObj):
self.map = mapObj
self.tileAssociates = {}
self.doodadAssociates = {}
output = []
for layer in self.map.layers:
if isinstance(layer, KPTileLayer) and len(layer.objects) > 0:
output.append(KPMapExporter.TileLayerExporter(layer))
elif isinstance(layer, KPDoodadLayer) and len(layer.objects) > 0:
output.append(KPMapExporter.DoodadLayerExporter(layer))
elif isinstance(layer, KPPathLayer):
for iLayer in self.map.associateLayers:
if len(iLayer.objects) > 0:
tl = KPMapExporter.TileLayerExporter(iLayer)
self.tileAssociates[iLayer.associate] = tl
output.append(tl)
if len(iLayer.doodads) > 0:
dl = KPMapExporter.DoodadLayerExporter(iLayer)
self.doodadAssociates[iLayer.associate] = dl
output.append(dl)
output.append(KPMapExporter.PathLayerExporter(layer))
self.layers = output
def build(self):
requiredFixUps = []
stringsToAdd = set()
textures = set()
tilesets = set()
offsets = {None: 0xFFFFFFFF}
# first off, build the sectors
sectors = []
sectorIndices = {}
for layer in self.layers:
if isinstance(layer, self.TileLayerExporter):
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
# map all paths to unlock info
unlockInfo = {}
for node in self.map.pathLayer.nodes:
if not node.level: continue
checked = set()
affected = []
self._findUnlocksForNode(node, checked, affected)
level1, level2 = node.level
for item, secret in affected:
unlockInfo[item] = (level1, level2, secret)
# now build the layers
for eLayer in self.layers:
layer = eLayer.layer
offsets[eLayer] = len(data)
offsets[layer] = len(data)
if isinstance(eLayer, self.TileLayerExporter):
data += u32.pack(0)
# tileset name
tileset = '/Maps/Texture/%s.bin' % layer.tileset
tilesets.add(tileset)
stringsToAdd.add(tileset)
requiredFixUps.append((len(data), ('tileset', tileset)))
data += zero32
# sector info
data += struct.pack('>IIII', *eLayer.sectorBounds)
data += struct.pack('>IIII', *eLayer.realBounds)
data += ''.join(map(u16.pack, eLayer.sectorMap))
pad = (4 - (len(data) & 3)) % 4
data += ('\0' * pad)
elif isinstance(eLayer, self.DoodadLayerExporter):
data += u32.pack(1)
# doodad list
try:
doodadList = layer.doodads
except AttributeError:
doodadList = layer.objects
data += u32.pack(len(doodadList))
for doodad in doodadList:
requiredFixUps.append((len(data), doodad))
data += zero32
# now pack them ...
for doodad in doodadList:
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, rDelay, rDelayOffset = anim
loopid = self.ANIM_LOOPS.index(rLoop)
curveid = self.ANIM_CURVES.index(rCurve)
typeid = self.ANIM_TYPES.index(rType)
data += struct.pack('>iiiiiiiiii', loopid, curveid, rFrames, typeid, rStart, rEnd, rDelay, rDelayOffset, 0, 0)
elif isinstance(eLayer, self.PathLayerExporter):
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('>hhiiiiii', x+12, y+12, 0, 0, 0, 0, 0, 0)
# this varies
if node.isStop():
# figure out the exits by direction
leftExit, rightExit, upExit, downExit = None, None, None, None
for exit in node.exits:
start, end = exit._startNodeRef(), exit._endNodeRef()
opposite = end if (start == node) else start
oX, oY = opposite.position
deltaX, deltaY = oX-x, oY-y
angle = math.degrees(math.atan2(deltaX, deltaY)) % 360
print "Here: %d,%d Opposite %d,%d Delta: %d,%d Angle: %d" % (x,y,oX,oY,deltaX,deltaY,angle)
# Left = 270, Right = 90, Up = 180, Down = 0
if angle >= 225 and angle <= 315:
leftExit = exit
elif angle >= 45 and angle <= 135:
rightExit = exit
elif angle > 135 and angle < 225:
upExit = exit
elif angle > 315 or angle < 45:
downExit = exit
exits = [leftExit, rightExit, upExit, downExit]
else:
# not a stop, so just dump them in
exits = node.exits + [None,None,None,None]
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 in self.tileAssociates:
requiredFixUps.append((current+20, self.tileAssociates[node]))
if node in self.doodadAssociates:
requiredFixUps.append((current+24, self.doodadAssociates[node]))
if node.isStop():
if node.level:
level1, level2 = node.level
# i i b b b b: node type, Extra pointer, world, level, padding (hasSecret?), padding
data += struct.pack('>iibbbb', 2, 0, level1, level2, 0, 0)
elif node.mapChange:
data += u32.pack(3) # node type
destMap = node.mapChange
requiredFixUps.append((len(data)+4, destMap))
stringsToAdd.add(destMap)
# i i b b b b: Extra pointer, dest map, map ID, foreign ID, transition, padding
data += struct.pack('>iibbbb', 0, 0, node.mapID, node.foreignID, node.transition, 0)
else:
data += u32.pack(1) # node type
data += u32.pack(0) # Extra pointer
else:
data += u32.pack(0) # node type
data += u32.pack(0) # Extra pointer
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))
if path in self.tileAssociates:
requiredFixUps.append((current+8, self.tileAssociates[path]))
if path in self.doodadAssociates:
requiredFixUps.append((current+12, self.doodadAssociates[path]))
data += (zero32 * 4)
try:
unlockL1, unlockL2, isSecret = unlockInfo[path]
unlockType = (2 if isSecret else 1)
except KeyError:
unlockL1, unlockL2, unlockType = 0, 0, 0
data += struct.pack('>bbbbfi', unlockType, unlockL1, unlockL2, 1, path.movementSpeed, path.animation)
# now that we're almost done... pack the strings
for string in stringsToAdd:
offsets[string] = len(data)
data += str(string)
data += '\0'
# textures
texPadding = ((len(data) + 0x1F) & ~0x1F) - len(data)
data += ('\0' * texPadding)
texHeaderStartOffset = len(data)
texDataStartOffset = texHeaderStartOffset + ((len(textures) + len(tilesets)) * 0x20)
currentTexOffset = texDataStartOffset
imageData = []
struct.pack_into('>ii', data, 8, len(tilesets), len(data))
for setname in tilesets:
offsets[('tileset', setname)] = len(data)
data += self._buildGXTexObjRGB5A3(896, 448, offsets[setname])
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)
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=True, 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',
0x90, 0,
(0x500000 | ((height - 1) << 10) | (width - 1)),
0x10000000 + imgOffset, # (imgptr >> 5)
0, 0, 0,
(((width + 3) / 4) * ((height + 3) / 4)) & 0x7FFF,
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)
|