Mercurial > touhou
changeset 18:ca26a84916cb
Add preliminary ECL viewer/interpreter.
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Tue, 09 Aug 2011 11:40:48 +0200 |
parents | d940d004b840 |
children | ca7886296d4a |
files | eclviewer.py pytouhou/formats/ecl.py pytouhou/game/enemymanager.py |
diffstat | 3 files changed, 328 insertions(+), 0 deletions(-) [+] |
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new file mode 100644 --- /dev/null +++ b/eclviewer.py @@ -0,0 +1,149 @@ +#!/usr/bin/env python + +import sys +import os + +import struct +from math import degrees, radians +from io import BytesIO +from itertools import chain + +import pygame + +from pytouhou.formats.pbg3 import PBG3 +from pytouhou.formats.std import Stage +from pytouhou.formats.ecl import ECL +from pytouhou.formats.anm0 import Animations +from pytouhou.game.background import Background +from pytouhou.game.enemymanager import EnemyManager +from pytouhou.opengl.texture import TextureManager + +import OpenGL +OpenGL.FORWARD_COMPATIBLE_ONLY = True +from OpenGL.GL import * +from OpenGL.GLU import * + + +def main(path, stage_num): + # Initialize pygame + pygame.init() + window = pygame.display.set_mode((384, 448), pygame.OPENGL | pygame.DOUBLEBUF) + + # Initialize OpenGL + glMatrixMode(GL_PROJECTION) + glLoadIdentity() + gluPerspective(30, float(window.get_width())/window.get_height(), 101010101./2010101., 101010101./10101.) + + glEnable(GL_BLEND) + glEnable(GL_TEXTURE_2D) + glEnable(GL_FOG) + glHint(GL_FOG_HINT, GL_NICEST) + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) + glEnableClientState(GL_VERTEX_ARRAY) + glEnableClientState(GL_TEXTURE_COORD_ARRAY) + + # Load data + with open(path, 'rb') as file: + archive = PBG3.read(file) + texture_manager = TextureManager(archive) + + stage = Stage.read(BytesIO(archive.extract('stage%d.std' % stage_num)), stage_num) + + ecl = ECL.read(BytesIO(archive.extract('ecldata%d.ecl' % stage_num))) + enemies_anim = Animations.read(BytesIO(archive.extract('stg%denm.anm' % stage_num))) + anims = [enemies_anim] + try: + enemies2_anim = Animations.read(BytesIO(archive.extract('stg%denm2.anm' % stage_num))) + except KeyError: + pass + else: + anims.append(enemies_anim) + enemy_manager = EnemyManager(stage, anims, ecl) + + background_anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num))) + background = Background(stage, background_anim) + + print(enemy_manager.stage.name) + + frame = 0 + + # Main loop + clock = pygame.time.Clock() + while True: + # Check events + for event in pygame.event.get(): + if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key in (pygame.K_ESCAPE, pygame.K_q)): + sys.exit(0) + elif event.type == pygame.KEYDOWN: + if event.key == pygame.K_RETURN and event.mod & pygame.KMOD_ALT: + pygame.display.toggle_fullscreen() + + # Update game + enemy_manager.update(frame) + background.update(frame) + + # Draw everything + glClear(GL_COLOR_BUFFER_BIT) + + fog_b, fog_g, fog_r, _, fog_start, fog_end = background.fog_interpolator.values + x, y, z = background.position_interpolator.values + unknownx, dy, dz = background.position2_interpolator.values + + glFogi(GL_FOG_MODE, GL_LINEAR) + glFogf(GL_FOG_START, fog_start) + glFogf(GL_FOG_END, fog_end) + glFogfv(GL_FOG_COLOR, (fog_r / 255., fog_g / 255., fog_b / 255., 1.)) + + #TODO + glMatrixMode(GL_MODELVIEW) + glLoadIdentity() + # Some explanations on the magic constants: + # 192. = 384. / 2. = width / 2. + # 224. = 448. / 2. = height / 2. + # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) + # This is so that objects on the (O, x, y) plane use pixel coordinates + gluLookAt(192., 224., - 835.979370 * dz, + 192., 224. - dy, 750 - 835.979370 * dz, 0., -1., 0.) #TODO: 750 might not be accurate + #print(glGetFloat(GL_MODELVIEW_MATRIX)) + glTranslatef(-x, -y, -z) + + for texture_key, (nb_vertices, vertices, uvs) in background.objects_by_texture.items(): + glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key]) + glVertexPointer(3, GL_FLOAT, 0, vertices) + glTexCoordPointer(2, GL_FLOAT, 0, uvs) + glDrawArrays(GL_QUADS, 0, nb_vertices) + + #TODO + glMatrixMode(GL_MODELVIEW) + glLoadIdentity() + # Some explanations on the magic constants: + # 192. = 384. / 2. = width / 2. + # 224. = 448. / 2. = height / 2. + # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) + # This is so that objects on the (O, x, y) plane use pixel coordinates + gluLookAt(192., 224., - 835.979370, + 192., 224., 750 - 835.979370, 0., -1., 0.) #TODO: 750 might not be accurate + + glDisable(GL_FOG) + for texture_key, (nb_vertices, vertices, uvs) in enemy_manager.objects_by_texture.items(): + glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key]) + glVertexPointer(3, GL_FLOAT, 0, vertices) + glTexCoordPointer(2, GL_FLOAT, 0, uvs) + glDrawArrays(GL_QUADS, 0, nb_vertices) + glEnable(GL_FOG) + + pygame.display.flip() + clock.tick(120) + frame += 1 + + + +try: + file_path, stage_num = sys.argv[1:] + stage_num = int(stage_num) +except ValueError: + print('Usage: %s std_dat_path stage_num' % sys.argv[0]) +else: + main(file_path, stage_num) +
new file mode 100644 --- /dev/null +++ b/pytouhou/formats/ecl.py @@ -0,0 +1,55 @@ +from struct import pack, unpack +from pytouhou.utils.helpers import read_string + +from collections import namedtuple + + +class ECL(object): + def __init__(self): + self.main = [] + self.subs = [[]] + + + @classmethod + def read(cls, file): + sub_count, main_offset = unpack('<II', file.read(8)) + if file.read(8) != b'\x00\x00\x00\x00\x00\x00\x00\x00': + raise Exception #TODO + sub_offsets = unpack('<%s' % ('I' * sub_count), file.read(4 * sub_count)) + + ecl = cls() + ecl.subs = [] + ecl.main = [] + + # Read subs + for offset in sub_offsets: + file.seek(offset) + ecl.subs.append([]) + while True: + time, opcode = unpack('<IH', file.read(6)) + if time == 0xffffffff or opcode == 0xffff: + break + size, rank_mask, param_mask = unpack('<HHH', file.read(6)) + data = file.read(size - 12) + #TODO: unpack data + ecl.subs[-1].append((time, opcode, rank_mask, param_mask, data)) + + # Read main + file.seek(main_offset) + while True: + time, = unpack('<H', file.read(2)) + if time == 0xffff: + break + sub, instr_type, size = unpack('<HHH', file.read(6)) + data = file.read(size - 8) + if instr_type == 0: # Normal enemy + args = unpack('<ffIhHHH', data) + elif instr_type == 2: # Mirrored enemy + args = unpack('<ffIhHHH', data) + else: + print('ECL: Warning: unknown opcode %d (%r)' % (instr_type, data)) #TODO + args = (data,) + ecl.main.append((time, sub, instr_type, args)) + + return ecl +
new file mode 100644 --- /dev/null +++ b/pytouhou/game/enemymanager.py @@ -0,0 +1,124 @@ +from itertools import chain +from io import BytesIO +import os +from struct import unpack, pack +from pytouhou.game.sprite import Sprite +from math import cos, sin + + +class Enemy(object): + def __init__(self, pos, life, _type, script, anms): + self.anms = tuple(anms) + self.anm = None + self.script = list(script) + self.x, self.y = pos + self.life = life + self.type = _type + self.frame = 0 + self.sprite = None + + self.angle = 0. + self.speed = 0. + self.rotation_speed = 0. + self.acceleration = 0. + + + def update(self, frame): + if not self.script: + return True + if self.script[0][0] == self.frame: + for instr_type, rank_mask, param_mask, args in self.script.pop(0)[1]: + if instr_type == 1: # delete + return False + elif instr_type == 97: # set_enemy_sprite + script_index, = unpack('<I', args) + if script_index in self.anms[0].scripts: + self.sprite = Sprite(self.anms[0], script_index) + self.anm = self.anms[0] + else: + self.sprite = Sprite(self.anms[1], script_index) + self.anm = self.anms[1] + elif instr_type == 45: # set_angle_speed + self.angle, self.speed = unpack('<ff', args) + elif instr_type == 46: # set_angle + self.rotation_speed, = unpack('<f', args) + elif instr_type == 47: # set_speed + self.speed, = unpack('<f', args) + elif instr_type == 48: # set_acceleration + self.acceleration, = unpack('<f', args) + if self.sprite: + self.sprite.update() + + self.speed += self.acceleration #TODO: units? Execution order? + self.angle += self.rotation_speed #TODO: units? Execution order? + + dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed + if self.type == 2: + self.x -= dx + else: + self.x += dx + self.y += dy + + self.frame += 1 + return True + + + +class EnemyManager(object): + def __init__(self, stage, anims, ecl): + self.stage = stage + self.anims = tuple(anims) + self.main = [] + self.subs = {} + self.objects_by_texture = {} + self.enemies = [] + + # Populate main + for frame, sub, instr_type, args in ecl.main: + if not self.main or self.main[-1][0] < frame: + self.main.append((frame, [(sub, instr_type, args)])) + elif self.main[-1][0] == frame: + self.main[-1][1].append((sub, instr_type, args)) + + + # Populate subs + for i, sub in enumerate(ecl.subs): + for frame, instr_type, rank_mask, param_mask, args in sub: + if i not in self.subs: + self.subs[i] = [] + if not self.subs[i] or self.subs[i][-1][0] < frame: + self.subs[i].append((frame, [(instr_type, rank_mask, param_mask, args)])) + elif self.subs[i][-1][0] == frame: + self.subs[i][-1][1].append((instr_type, rank_mask, param_mask, args)) + + + def update(self, frame): + if self.main and self.main[0][0] == frame: + for sub, instr_type, args in self.main.pop(0)[1]: + if instr_type in (0, 2): # Normal/mirrored enemy + x, y, z, life, unknown1, unknown2, unknown3 = args + self.enemies.append(Enemy((x, y), life, instr_type, self.subs[sub], self.anims)) + + # Update enemies + for enemy in tuple(self.enemies): + if not enemy.update(frame): + self.enemies.remove(enemy) + continue + + # Add enemies to vertices/uvs + self.objects_by_texture = {} + for enemy in self.enemies: + ox, oy = enemy.x, enemy.y + if enemy.sprite: + key = enemy.anm.first_name, enemy.anm.secondary_name + if not key in self.objects_by_texture: + self.objects_by_texture[key] = (0, [], []) + vertices = tuple((x + ox, y + oy, z) for x, y, z in enemy.sprite._vertices) + self.objects_by_texture[key][2].extend(enemy.sprite._uvs) + self.objects_by_texture[key][1].extend(vertices) + for key, (nb_vertices, vertices, uvs) in self.objects_by_texture.items(): + nb_vertices = len(vertices) + vertices = pack('f' * (3 * nb_vertices), *chain(*vertices)) + uvs = pack('f' * (2 * nb_vertices), *chain(*uvs)) + self.objects_by_texture[key] = (nb_vertices, vertices, uvs) +