Mercurial > touhou
view pytouhou/formats/exe.py @ 532:dacdcca59b66
Don’t put back the rendering data into a tuple, use a specialised struct inside Sprite to pass it to the renderer.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 19 Dec 2013 21:55:26 +0100 |
parents | b11953cf1d3b |
children | e15672733c93 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published ## by the Free Software Foundation; version 3 only. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## from copy import copy from struct import Struct, unpack from pytouhou.utils.pe import PEFile from pytouhou.utils.helpers import get_logger logger = get_logger(__name__) SQ2 = 2. ** 0.5 / 2. class InvalidExeException(Exception): pass class Shot(object): def __init__(self): self.interval = 0 self.delay = 0 self.pos = (0., 0.) self.hitbox = (0., 0.) self.angle = 0. self.speed = 0. self.damage = 0 self.orb = 0 self.type = 0 self.sprite = 0 self.unknown1 = None class SHT(object): def __init__(self): #self.unknown1 = None #self.bombs = 0. #self.unknown2 = None self.hitbox = 2. self.graze_hitbox = 21. self.autocollection_speed = 8. self.item_hitbox = 19. # No percentage_of_cherry_loss_on_die self.point_of_collection = 128 #TODO: find the real default. self.horizontal_vertical_speed = 0. self.horizontal_vertical_focused_speed = 0. self.diagonal_speed = 0. self.diagonal_focused_speed = 0. self.shots = {} @classmethod def find_character_defs(cls, pe_file): """Generator returning the possible VA of character definition blocks. Based on knowledge of the structure, it tries to find valid definition blocks without embedding any copyrighted material or hard-coded offsets that would only be useful for a specific build of the game. """ format = Struct('<4f2I') data_section = [section for section in pe_file.sections if section.Name.startswith('.data')][0] text_section = [section for section in pe_file.sections if section.Name.startswith('.text')][0] data_va = pe_file.image_base + data_section.VirtualAddress data_size = data_section.SizeOfRawData text_va = pe_file.image_base + text_section.VirtualAddress text_size = text_section.SizeOfRawData # Search the whole data segment for 4 successive character definitions for addr in xrange(data_va, data_va + data_size, 4): for character_id in xrange(4): pe_file.seek_to_va(addr + character_id * 24) (speed1, speed2, speed3, speed4, ptr1, ptr2) = format.unpack(pe_file.file.read(format.size)) # Check whether the character's speed make sense, # and whether the function pointers point to valid addresses if not (all(0. < x < 10. for x in (speed1, speed2, speed3, speed4)) and speed2 <= speed1 and 0 <= ptr1 - text_va < text_size - 8 and 0 <= ptr2 - text_va < text_size - 8): break # So far, this character definition seems to be valid. # Now, make sure the shoot function wrappers pass valid addresses # Search for the “push” instruction for i in xrange(20): # Find the “push” instruction pe_file.seek_to_va(ptr1 + i) instr1, shtptr1 = unpack('<BI', pe_file.file.read(5)) pe_file.seek_to_va(ptr2 + i) instr2, shtptr2 = unpack('<BI', pe_file.file.read(5)) if instr1 == 0x68 and instr2 == 0x68 and (0 <= shtptr1 - data_va < data_size - 12 and 0 <= shtptr2 - data_va < data_size - 12): # It is unlikely this character record is *not* valid, but # just to be sure, let's check the first SHT definition. pe_file.seek_to_va(shtptr1) nb_shots, power, shotsptr = unpack('<III', pe_file.file.read(12)) if (0 < nb_shots <= 1000 and 0 <= power < 1000 and 0 <= shotsptr - data_va < data_size - 36*nb_shots): break # Check if everything is fine... if not (0 <= shtptr1 - data_va < data_size - 12 and 0 <= shtptr2 - data_va < data_size - 12 and 0 < nb_shots <= 1000 and 0 <= power < 1000 and 0 <= shotsptr - data_va < data_size - 36*nb_shots): break else: # XXX: Obscure python feature! This only gets executed if the # XXX: loop ended without a break statement. # In our case, it's only executed if all the 4 character # definitions are considered valid. yield addr @classmethod def read(cls, file): pe_file = PEFile(file) data_section = [section for section in pe_file.sections if section.Name.startswith('.data')][0] data_va = pe_file.image_base + data_section.VirtualAddress data_size = data_section.SizeOfRawData try: character_records_va = next(cls.find_character_defs(pe_file)) except StopIteration: raise InvalidExeException characters = [] shots_offsets = {} for character in xrange(4): sht = cls() pe_file.seek_to_va(character_records_va + 6*4*character) data = unpack('<4f2I', file.read(6*4)) (speed, speed_focused, speed_unknown1, speed_unknown2, shots_func_offset, shots_func_offset_focused) = data sht.horizontal_vertical_speed = speed sht.horizontal_vertical_focused_speed = speed_focused sht.diagonal_speed = speed * SQ2 sht.diagonal_focused_speed = speed_focused * SQ2 # Characters might have different shot types whether they are # focused or not, but properties read earlier apply to both modes. focused_sht = copy(sht) characters.append((sht, focused_sht)) for sht, func_offset in ((sht, shots_func_offset), (focused_sht, shots_func_offset_focused)): # Search for the “push” instruction for i in xrange(20): # Find the “push” instruction pe_file.seek_to_va(func_offset + i) instr, offset = unpack('<BI', file.read(5)) if instr == 0x68 and 0 <= offset - data_va < data_size - 12: pe_file.seek_to_va(offset) nb_shots, power, shotsptr = unpack('<III', pe_file.file.read(12)) if (0 < nb_shots <= 1000 and 0 <= power < 1000 and 0 <= shotsptr - data_va < data_size - 36*nb_shots): break if offset not in shots_offsets: shots_offsets[offset] = [] shots_offsets[offset].append(sht) for shots_offset, shts in shots_offsets.iteritems(): pe_file.seek_to_va(shots_offset) level_count = 9 levels = [] for i in xrange(level_count): shots_count, power, offset = unpack('<III', file.read(3*4)) levels.append((shots_count, power, offset)) shots = {} for shots_count, power, offset in levels: shots[power] = [] pe_file.seek_to_va(offset) for i in xrange(shots_count): shot = Shot() data = unpack('<HH6fHBBhh', file.read(36)) (shot.interval, shot.delay, x, y, hitbox_x, hitbox_y, shot.angle, shot.speed, shot.damage, shot.orb, shot.type, shot.sprite, shot.unknown1) = data shot.pos = (x, y) shot.hitbox = (hitbox_x, hitbox_y) shots[power].append(shot) for sht in shts: sht.shots = shots return characters