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## see https://ragnarokresearchlab.github.io/file-formats/grf
class_name GRF


var header: Header

class Header:
	const BYTE_LENGTH := 46
	
	## Byte Length: 15
	## Master of Magic
	var signature: String = "Master of Magic"
	
	## Byte Length: 15
	var encryption: PackedByteArray
	
	## Byte Type: u32
	## Byte Length: 4
	var file_table_offset: int
	
	## Byte Type: u32
	## Byte Length: 4
	var scrambling_seed: int
	
	## Byte Type: u32
	## Byte Length: 4
	var scrambled_file_count: int
	
	## Byte Type: u32
	## Byte Length: 4
	var version: int
	
	
	func get_file_count() -> int:
		return scrambled_file_count - scrambling_seed - 7
	
	
	static func from_bytes(bytes: PackedByteArray):
		var header = Header.new()
		
		header.signature = bytes.slice(0, 15).get_string_from_utf8()
		header.encryption = bytes.slice(15, 15 + 15)
		header.file_table_offset = bytes.decode_u32(30)
		header.scrambling_seed = bytes.decode_u32(34)
		header.scrambled_file_count = bytes.decode_u32(38)
		header.version = bytes.decode_u32(42)
		
		return header


var file_table: FileTable

class FileTable:
	const BYTE_LENGTH := 8
	
	## Byte Type: u32
	## Byte Length: 4
	var compressed_size: int
	
	## Byte Type: u32
	## Byte Length: 4
	var decompressed_size: int
	
	var compressed_record_headers: PackedByteArray
	var decompressed_record_headers: PackedByteArray
	
	
	func generate_compressed_record_headers(grf_file: FileAccess):
		compressed_record_headers = grf_file.get_buffer(compressed_size)
	
	
	func decompress():
		decompressed_record_headers = compressed_record_headers.decompress(
			decompressed_size,
			FileAccess.CompressionMode.COMPRESSION_DEFLATE
		)
	
	
	static func from_bytes(bytes: PackedByteArray):
		var file_table = FileTable.new()
		
		file_table.compressed_size = bytes.decode_u32(0)
		file_table.decompressed_size = bytes.decode_u32(4)
		
		return file_table


var file_entries: Array[FileEntry]

class FileEntry:
	const BYTE_LENGTH := 17
	
	var file_name: String
	
	## Byte Type: u32
	## Byte Length: 4
	var compressed_size: int
	
	## Byte Type: u32
	## Byte Length: 4
	var byte_aligned_size: int
	
	## Byte Type: u32
	## Byte Length: 4
	var decompressed_size: int
	
	## Byte Type: u8
	## Byte Length: 1
	var file_type: int
	
	## Byte Type: u32
	## Byte Length: 4
	var offset: int
	
	
	func get_byte_length() -> int:
		return BYTE_LENGTH #+ file_name.to_ascii_buffer().size()
	
	
	func get_file_path() -> String:
		var parts = file_name.split("\\")
		
		return "/".join(parts)
	
	
	func get_contents(grf_file: FileAccess):
		var previous_position = grf_file.get_position()
		
		grf_file.seek(Header.BYTE_LENGTH + offset)
		var buffer = grf_file.get_buffer(byte_aligned_size)
		var contents = buffer.decompress(
			decompressed_size,
			FileAccess.CompressionMode.COMPRESSION_DEFLATE
		)
		
		grf_file.seek(previous_position)
		
		return contents
	
	
	@warning_ignore("shadowed_variable")
	static func from_bytes_with_filename(bytes: PackedByteArray, file_name: String):
		#print(file_name)
		var file_entry = FileEntry.new()
		
		file_entry.file_name = file_name
		file_entry.compressed_size = bytes.decode_u32(0)
		file_entry.byte_aligned_size = bytes.decode_u32(4)
		file_entry.decompressed_size = bytes.decode_u32(8)
		file_entry.file_type = bytes.decode_u8(12)
		file_entry.offset = bytes.decode_u32(13)
		
		return file_entry


var file_access: FileAccess


static func open(path: String):
	var grf = GRF.new()
	
	grf.file_access = FileAccess.open(path, FileAccess.ModeFlags.READ)
	
	grf.header = GRF.Header.from_bytes(grf.file_access.get_buffer(Header.BYTE_LENGTH))
	
	grf.file_access.seek(Header.BYTE_LENGTH + grf.header.file_table_offset)
	grf.file_table = FileTable.from_bytes(grf.file_access.get_buffer(8))
	
	grf.file_table.generate_compressed_record_headers(grf.file_access)
	grf.file_table.decompress()
	
	grf.file_entries = [] as Array[FileEntry]
	var file_entry_offset = 0
	while file_entry_offset < grf.file_table.decompressed_record_headers.size():
		var file_name_size = grf.file_table.decompressed_record_headers.find(0, file_entry_offset) + 1 - file_entry_offset
		var file_entry = FileEntry.from_bytes_with_filename(
			grf.file_table.decompressed_record_headers.slice(
				file_entry_offset + file_name_size,
				file_entry_offset + file_name_size + FileEntry.BYTE_LENGTH
			),
			GRF.decode_string(grf.file_table.decompressed_record_headers.slice(
				file_entry_offset,
				file_entry_offset + file_name_size
			))
		)
		
		grf.file_entries.append(file_entry)
		file_entry_offset += file_entry.get_byte_length() + file_name_size
	
	return grf


func extract(destination: String = "user://client_data"):
	DirAccess.make_dir_recursive_absolute(destination)
	
	for file_entry in file_entries:
		var file_path: String = file_entry.get_file_path()
		
		var base_directory = DirAccess.open(destination)
		base_directory.make_dir_recursive(file_path.get_base_dir())
		
		var file = FileAccess.open("%s/%s" % [destination, file_path], FileAccess.WRITE_READ)
		file.store_buffer(file_entry.get_contents(file_access))


func convert(destination: String = "res://client_data"):
	for file_entry in file_entries:
		var file_path: String = file_entry.get_file_path()
		
		var base_directory = DirAccess.open(destination)
		var base_directory_path = "%s" % file_path.get_base_dir()
		base_directory.make_dir_recursive(base_directory_path)
		base_directory.change_dir(base_directory_path)
		
		var file_name = file_path.get_file().substr(0,
			file_path.get_file().length() - (file_path.get_extension().length() + 1)
		)
		var base_file_directory_path := "%s/%s" % [base_directory.get_current_dir(), file_name]
		
		#DirAccess.make_dir_recursive_absolute(base_file_directory_path)
		
		var player_head_path_part = "¸Ó¸®Åë"
		var player_body_path_part = "¸öÅë"
		
		if file_path.ends_with(".spr") and file_path.contains(player_head_path_part):
			var sprite = SpriteFormat.from_bytes(file_entry.get_contents(file_access))
			sprite.save_to_file(base_file_directory_path)
		
		elif file_path.ends_with(".act") and file_path.contains(player_head_path_part):
			if not FileAccess.file_exists("%s/000.png.import" % base_file_directory_path):
				continue
			
			var scene := PackedScene.new()
			var scene_root := Node2D.new()
			scene_root.name = "Actions"
			scene_root.set_script(load("res://extractor/actions.gd"))
			
			var animation_player := AnimationPlayer.new()
			animation_player.name = "AnimationPlayer"
			animation_player.unique_name_in_owner = true
			scene_root.add_child(animation_player)
			animation_player.owner = scene_root
			
			var sprite_layers := CanvasGroup.new()
			sprite_layers.name = "SpriteLayers"
			sprite_layers.unique_name_in_owner = true
			
			scene_root.add_child(sprite_layers)
			sprite_layers.owner = scene_root
			
			var track_properties = [
				"animation",
				"frame",
				"speed_scale",
				"position",
				"self_modulate",
				"scale",
				"rotation_degrees",
				"flip_h",
				"visible",
			]
			
			var sprite_frames := SpriteFrames.new()
			#sprite_frames.add_animation("default")
			for img_file_path in DirAccess.get_files_at(base_file_directory_path):
				if img_file_path.ends_with(".png"):
					sprite_frames.add_frame("default", load("%s/%s" % [base_file_directory_path, img_file_path]))
			
			var animation_library := AnimationLibrary.new()
			var action_data := ActionFormat.from_bytes(ByteStream.from_bytes(file_entry.get_contents(file_access)))
			
			# get max number of sprite layers for all actions
			var action_sprite_layers_max_count = action_data.actions.reduce(func(accum, action: ActionFormat.ActionData):
				return max(accum, action.motions.reduce(func(accum2, motion: ActionFormat.Motion):
					return max(accum2, motion.sprite_layer_count)
				, 0))
			, 0)
			
			# add Nodes for each sprite layer
			for sprite_layer_idx in action_sprite_layers_max_count:
				var sprite = AnimatedSprite2D.new()
				sprite.centered = false # 必要!!
				sprite.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
				sprite.sprite_frames = sprite_frames
				sprite.name = str(sprite_layer_idx).pad_zeros(3)
				sprite_layers.add_child(sprite)
				sprite.owner = scene_root
			
			for action_idx in action_data.actions.size():
				var action: ActionFormat.ActionData = action_data.actions[action_idx]
				var frame_timing_base := ((action_data.frame_times[action_idx] * 24) / 1000)
				
				if file_path.contains("cursors") and action_idx == 0:
					frame_timing_base = ((action_data.frame_times[action_idx] * 24 * 2) / 1000)
				
				# add animation for each action
				var animation := Animation.new()
				animation.loop_mode = Animation.LOOP_LINEAR
				animation.length = frame_timing_base * action.motion_count
				animation_library.add_animation(str(action_idx).pad_zeros(3), animation)
				
				# get max number of sprite layers for current action motions
				var motion_sprite_layers_max_count = action.motions.reduce(func(accum, motion: ActionFormat.Motion):
					return max(accum, motion.sprite_layer_count)
				, 0)
				
				# add animation tracks for each sprite layer
				for sprite_layer_idx in motion_sprite_layers_max_count:
					var sprite := sprite_layers.get_child(sprite_layer_idx)
					for property_idx in track_properties.size():
						var track_idx = (sprite_layer_idx * track_properties.size()) + property_idx
						animation.add_track(Animation.TYPE_VALUE, track_idx)
						animation.value_track_set_update_mode(track_idx, Animation.UPDATE_DISCRETE)
						animation.track_set_path(
							track_idx,
							"%s:%s" % ["SpriteLayers/" + sprite.name, track_properties[property_idx]]
						)
				
				for i in range(motion_sprite_layers_max_count, action_sprite_layers_max_count):
					var sprite := sprite_layers.get_child(i)
					var track_idx = animation.add_track(Animation.TYPE_VALUE)
					animation.track_set_path(
						track_idx,
						"%s:visible" % ["SpriteLayers/" + sprite.name]
					)
					animation.track_insert_key(track_idx, 0.0, false)
				
				# add animation tracks
				for motion_idx in action.motions.size():
					var motion: ActionFormat.Motion = action.motions[motion_idx]
					
					# TODO: no animations to speak of available ?
					if motion.event_id == -1:
						continue
					
					var timing = motion_idx * frame_timing_base
					var visible_key = 0
					
					# add visible = false animation tracks to other sprite_layers
					for i in motion_sprite_layers_max_count:
						var track_idx = i * track_properties.size() + track_properties.find("visible")
						visible_key = animation.track_insert_key(track_idx, timing, false)
					
					for sprite_layer_idx in motion.sprite_layers.size():
						var layer: ActionFormat.SpriteLayer = motion.sprite_layers[sprite_layer_idx]
						
						var track_base_idx = sprite_layer_idx * track_properties.size()
						
						animation.track_insert_key(
							track_base_idx + track_properties.find("animation"),
							timing,
							"default"
						)
						
						animation.track_insert_key(
							track_base_idx + track_properties.find("frame"),
							timing,
							layer.sprite_index
						)
						
						animation.track_insert_key(
							track_base_idx + track_properties.find("speed_scale"),
							timing,
							1.0
						)
						
						var layer_image := sprite_frames.get_frame_texture("default", layer.sprite_index)
						var position: Vector2 = layer.get_position() - ceil(layer_image.get_size() / 2) # for fixing half pixel drawing
						var rotated = layer_image.get_size().rotated(deg_to_rad(layer.rotation_degrees))
						var distance = layer_image.get_size() - rotated
						animation.track_insert_key(
							track_base_idx + track_properties.find("position"),
							timing,
							position + (distance / 2)
						)
						
						animation.track_insert_key(
							track_base_idx + track_properties.find("self_modulate"),
							timing,
							layer.get_color()
						)
						
						animation.track_insert_key(
							track_base_idx + track_properties.find("scale"),
							timing,
							layer.get_scale()
						)
						
						animation.track_insert_key(
							track_base_idx + track_properties.find("rotation_degrees"),
							timing,
							layer.rotation_degrees
						)
						
						animation.track_insert_key(
							track_base_idx + track_properties.find("flip_h"),
							timing,
							layer.flip_h
						)
						
						animation.track_set_key_value(
							track_base_idx + track_properties.find("visible"),
							visible_key,
							true
						)
			
			animation_player.add_animation_library("", animation_library)
			scene.pack(scene_root)
			
			# TODO: doesn't work if png is not imported via editor focus => run game twice
			ResourceSaver.save(scene, "%s/actions.tscn" % base_file_directory_path)


static func decode_string(bytes: PackedByteArray):
	return bytes.get_string_from_ascii()
	@warning_ignore("unreachable_code")
	# TODO: check unicode codepoints and parse accordingly
	var string = bytes.get_string_from_utf32()
	if string == "":
		string = bytes.get_string_from_utf16()
		if string == "":
			string = bytes.get_string_from_utf8()
			if string == "":
				string = bytes.get_string_from_ascii()
	
	return string