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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)
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