view pytouhou/formats/anm0.py @ 316:f0be7ea62330

Fix a bug with ECL instruction 96, and fix overall ECL handling. The issue with instruction 96 was about death callbacks, being executed on the caller of instruction 96 instead of the dying enemies. This was introduced by changeset 5930b33a0370. Additionnaly, ECL processes are now an attribute of the Enemy, and death/timeout conditions are checked right after the ECL frame, even if the ECL script has already ended, just like in the original game.
author Thibaut Girka <thib@sitedethib.com>
date Thu, 29 Mar 2012 21:18:35 +0200
parents da53bc29b94a
children 70e2ed71b09c
line wrap: on
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# -*- encoding: utf-8 -*-
##
## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
##
## 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.
##

"""ANM0 files handling.

This module provides classes for handling the ANM0 file format.
The ANM0 format is a format used in Touhou 6: EoSD to describe sprites
and animations.
Almost everything rendered in the game is described by an ANM0 file.
"""

from struct import pack, unpack
from pytouhou.utils.helpers import read_string, get_logger


logger = get_logger(__name__)

#TODO: refactor/clean up


class Script(list):
    def __init__(self):
        list.__init__(self)
        self.interrupts = {}



class ANM0(object):
    _instructions = {0: ('', 'delete'),
                     1: ('I', 'set_sprite'),
                     2: ('ff', 'set_scale'),
                     3: ('I', 'set_alpha'),
                     4: ('BBBx', 'set_color'),
                     5: ('I', 'jump'),
                     7: ('', 'toggle_mirrored'),
                     9: ('fff', 'set_3d_rotations'),
                     10: ('fff', 'set_3d_rotations_speed'),
                     11: ('ff', 'set_scale_speed'),
                     12: ('ii', 'fade'),
                     13: ('', 'set_blendmode_add'),
                     14: ('', 'set_blendmode_alphablend'),
                     15: ('', 'keep_still'),
                     16: ('ii', 'set_random_sprite'),
                     17: ('fff', 'set_3d_translation'),
                     18: ('fffi', 'move_to_linear'),
                     19: ('fffi', 'move_to_decel'),
                     20: ('fffi', 'move_to_accel'),
                     21: ('', 'wait'),
                     22: ('i', 'interrupt_label'),
                     23: ('', 'set_corner_relative_placement'),
                     24: ('', None),
                     25: ('i', 'set_allow_offset'), #TODO: better name
                     26: ('i', 'set_automatic_orientation'),
                     27: ('f', 'shift_texture_x'),
                     28: ('f', 'shift_texture_y'),
                     29: ('i', 'set_visible'),
                     30: ('ffi', 'scale_in'),
                     31: ('i', None)}


    def __init__(self):
        self.size = (0, 0)
        self.first_name = None
        self.secondary_name = None
        self.sprites = {}
        self.scripts = {}


    @classmethod
    def read(cls, file):
        nb_sprites, nb_scripts, zero1 = unpack('<III', file.read(12))
        width, height, format, unknown1 = unpack('<IIII', file.read(16))
        first_name_offset, unused, secondary_name_offset = unpack('<III', file.read(12))
        version, unknown2, thtxoffset, hasdata, nextoffset, zero2 = unpack('<IIIIII', file.read(24))
        if version != 0:
            raise Exception #TODO
        if (zero1, zero2) != (0, 0):
            raise Exception #TODO

        sprite_offsets = [unpack('<I', file.read(4))[0] for i in range(nb_sprites)]
        script_offsets = [unpack('<II', file.read(8)) for i in range(nb_scripts)]

        self = cls()

        self.size = (width, height)

        # Names
        if first_name_offset:
            file.seek(first_name_offset)
            self.first_name = read_string(file, 32, 'ascii') #TODO: 32, really?
        if secondary_name_offset:
            file.seek(secondary_name_offset)
            self.secondary_name = read_string(file, 32, 'ascii') #TODO: 32, really?


        # Sprites
        file.seek(64)
        self.sprites = {}
        for offset in sprite_offsets:
            file.seek(offset)
            idx, x, y, width, height = unpack('<Iffff', file.read(20))
            self.sprites[idx] = x, y, width, height


        # Scripts
        self.scripts = {}
        for i, offset in script_offsets:
            self.scripts[i] = Script()
            instruction_offsets = []
            file.seek(offset)
            while True:
                instruction_offsets.append(file.tell() - offset)
                time, opcode, size = unpack('<HBB', file.read(4))
                data = file.read(size)
                if opcode in cls._instructions:
                    args = unpack('<%s' % cls._instructions[opcode][0], data)
                else:
                    args = (data,)
                    logger.warn('unknown opcode %d', opcode)

                self.scripts[i].append((time, opcode, args))
                if opcode == 0:
                    break

            # Translate offsets to instruction pointers and register interrupts
            for instr_offset, (j, instr) in zip(instruction_offsets, enumerate(self.scripts[i])):
                time, opcode, args = instr
                if opcode == 5:
                    args = (instruction_offsets.index(args[0]),)
                elif opcode == 22:
                    interrupt = args[0]
                    self.scripts[i].interrupts[interrupt] = j + 1
                self.scripts[i][j] = time, opcode, args

        return self