def read(data: ScnDataReader): width = data.uint32() height = data.uint32() tiles = [] for i in range(0, height * width): tiles.append(ScnMapTile.read(data)) return ScnMap(width, height, tiles)
def read(data: ScnDataReader): random_map_num_objects = data.uint32(debug='random_map_num_objects') pointer = data.uint32() items = [RandomMapObject.read(data) for _ in range(0, random_map_num_objects)] return RandomMapObjectListWrapper( pointer, items )
def read(data: ScnDataReader): # Not present in AOE1 data file, a bit of a guess random_map_num_elevations = data.uint32(debug='random_map_num_elevations') pointer = data.uint32(debug='random_map_elevation_pointer') items = [RandomMapElevation.read(data) for _ in range(0, random_map_num_elevations)] return RandomMapElevationListWrapper( pointer, items )
def read_classic(data: ScnDataReader, file_version: float): return ScenarioObject( (data.float32(), data.float32(), data.float32()), data.uint32(), data.uint16(), data.uint8(), data.float32(), # Not used in AOE1 -1 if file_version < 1.15 else data.uint16(), -1 if file_version < 1.13 else data.uint32())
def read(data: ScnDataReader, version: float): return ScnPlayerStartResources( gold=data.uint32(), wood=data.uint32(), food=data.uint32(), stone=data.uint32(), ore=data.uint32() if version >= 1.17 else 0, goods=data.uint32() if version >= 1.17 else 0, color=data.uint32() if version >= 1.24 else 0, )
def read(data: ScnDataReader): data.mark('random maps') num_random_maps = data.uint32(debug='num_random_maps') random_maps_pointer = data.uint32(debug='random_maps_pointer') # 39845000 in empires_up.dat random_map_meta = [RandomMapMeta.read(data) for _ in range(0, num_random_maps)] # Data from random_map_meta repeats here random_maps = [RandomMap.read(data) for _ in range(0, num_random_maps)] return RandomMapListWrapper( num_random_maps, random_maps_pointer, random_map_meta, random_maps )
def read(data: ScnDataReader): id = data.uint16(debug='sound_id') play_delay = data.uint16(debug='sound_play_delay') num_items = data.uint16(debug='sound_num_items') cache_time = data.uint32() items = [SoundItem.read(data) for _ in range(0, num_items)] return Sound(id, play_delay, cache_time, items)
def read(data: ScnDataReader): field1 = data.string16(debug='player_name_repeated') field2 = data.float32(debug='unknown field 1') field3 = data.float32(debug='unknown field 2') field4 = data.uint16(debug='unknown field 3') field5 = data.uint16(debug='unknown field 4') field6 = data.uint8(debug='unknown field 5') field7 = data.uint16(debug='unknown field 6') field8 = [] for j in range(0, 9): something = data.uint8(debug='unknown field {}'.format(j)) field8.append(something) field9 = [] for j in range(0, 9): something = data.uint32(debug='unknown field {}'.format(j)) field9.append(something) field10 = data.float32(debug="unknown field") # 1.00 field11 = data.float32( debug="unknown field" ) # only seen 0. guess this could be float as well ? field12 = [] for j in range( 0, 9 ): # all 0's. guessing it could hold another list of 9 values? something = data.uint8(debug='unknown field {}'.format(j)) field12.append(something) return UnknownPlayerDataStructure(field1, field2, field3, field4, field5, field6, field7, field8, field9, field10, field11, field12)
def load(data: ScnDataReader) -> List[Effect]: """ Read all effects from here """ data.mark("effects") num_effects = data.uint32() return [Effect.read(data) for _ in range(0, num_effects)]
def read(data: ScnDataReader): id = data.uint32(debug='random_map_id') terrain_type = data.uint8(debug='random_map_terrain_type') _padding1 = data.uint16(debug='random_map_padding1') _padding2 = data.uint8(debug='random_map_padding2') spacing = data.int32(debug='random_map_spacing') base_square_radius = data.int32(debug='random_map_base_square_radius') zone = data.int8(debug='random_map_zone') placement_type = data.int8(debug='random_map_placement_type') _padding3 = data.uint16(debug='random_map_padding3') land_x = data.int32(debug='random_map_land_x') land_y = data.int32(debug='random_map_land_y') amount_of_land_used_percent = data.int8(debug='random_map_amount_of_land_used_percent') land_by_player_flag = data.int8(debug='random_map_land_by_player_flag') _padding4 = data.uint16(debug='random_map_padding4') radius = data.int32(debug='random_map_radius') fade = data.int32(debug='random_map_fade') clumpiness_factor = data.int32(debug='random_map_clumpiness_factor') return RandomMapLand( id, terrain_type, spacing, base_square_radius, zone, placement_type, land_x, land_y, amount_of_land_used_percent, land_by_player_flag, radius, fade, clumpiness_factor )
def read(data: ScnDataReader): required_techs = [ data.int16(debug='required_tech1'), data.int16(debug='required_tech2'), data.int16(debug='required_tech3'), data.int16(debug='required_tech4') ] costs = [TechnologyCost.read(data) for _ in range(0, 3)] min_required_techs = data.int16(debug='min_required_techs') research_location = data.int16(debug='research_location') langauge_file_name = data.int16(debug='langauge_file_name') language_file_desc = data.int16(debug='language_file_desc') research_time = data.int16(debug='research_time') effect = data.int16(debug='effect') type = data.int16(debug='type') icon = data.int16(debug='icon') button = data.uint8(debug='button') lang_file_help = data.int32(debug='lang_file_help') lang_file_tech_tree = data.int32(debug='lang_file_tech_tree') hotkey = data.uint32(debug='hotkey') tech_name_len = data.uint16(debug='name_len') name = data.string_fixed(size=tech_name_len, debug='name') return Technology(required_techs, costs, min_required_techs, research_location, langauge_file_name, language_file_desc, research_time, effect, type, icon, button, lang_file_help, lang_file_tech_tree, hotkey, name)
def read(data: ScnDataReader): unit_type = data.uint32() terrain_type = data.int32() group_flag = data.int8() scale_flag = data.int8() _padding5 = data.uint16() group_size = data.int32() group_size_variance = data.int32() group_count = data.int32() group_area = data.int32() player_id = data.int32() land_id = data.int32() min_distance_to_players = data.int32() max_distance_to_players = data.int32() return RandomMapObject( unit_type, terrain_type, group_flag, scale_flag, group_size, group_size_variance, group_count, group_area, player_id, land_id, min_distance_to_players, max_distance_to_players )
def read(data: ScnDataReader): random_map_num_terrains = data.int32(debug='random_map_terrain_count') # could be land ID?? pointer = data.uint32(debug='random_map_terrain_pointer') items = [RandomMapTerrain.read(data) for _ in range(0, random_map_num_terrains)] return RandomMapTerrainListWrapper( pointer, items )
def read(data: ScnDataReader): random_map_num_lands = data.int32(debug='random_map_land_count') pointer = data.uint32(debug='random_map_land_pointer') items = [RandomMapLand.read(data) for _ in range(0, random_map_num_lands)] return RandomMapLandListWrapper( pointer, items )
def read(data: ScnDataReader): random_map_borders = ( data.uint32(debug='random_map_border_1'), data.uint32(debug='random_map_border_2'), data.uint32(debug='random_map_border_3'), data.uint32(debug='random_map_border_4') ) border_usage = data.uint32(debug='random_map_border_usage') water_shape = data.uint32(debug='random_map_water_shape') base_terrain = data.uint32(debug='random_map_base_terrain') land_cover = data.uint32(debug='random_map_land_cover') unused_id = data.uint32(debug='random_map_border_unused_id') lands = RandomMapLandListWrapper.read(data) terrains = RandomMapTerrainListWrapper.read(data) objects = RandomMapObjectListWrapper.read(data) elevations = RandomMapElevationListWrapper.read(data) return RandomMap( random_map_borders, border_usage, water_shape, base_terrain, land_cover, unused_id, lands, terrains, objects, elevations )
def load(data: ScnDataReader) -> List[Sprite]: """ Read all the sprites """ data.mark(name='sprites') num_sprites = data.uint16(debug='num_sprites') sprites_exist = [data.uint32() for _ in range(0, num_sprites)] sprites = [] for sprite_id in range(0, num_sprites): if sprites_exist[sprite_id] == 0: continue sprite = Sprite.read(data, sprite_id) sprites.append(sprite) return sprites
def read(data: ScnDataReader): # Not sure how to walk through this trailing data yet. # Fails on both of the Multiplayer Border Patrol maps bundled with ROR and DE. # This data seems to be either 1320 or 708 bytes long. # Some kind of per-player data structure here player_count = data.uint32(debug="unknown field") # Only seen 9. player_unknown_structure_list = [] for i in range(1, 9): player_unknown_structure = UnknownPlayerDataStructure.read(data) player_unknown_structure_list.append(player_unknown_structure) data.done() return UnknownDataStructure(player_count, player_unknown_structure_list)
def read(data: ScnDataReader): percent = data.uint32() height = data.int32() clumps = data.int32() spacing = data.int32() base_terrain_type = data.int32() base_elevation_type = data.int32() return RandomMapElevation( percent, height, clumps, spacing, base_terrain_type, base_elevation_type )
def load(data: ScnDataReader) -> List[TerrainTable]: # Read the terrain tables data.mark(name='terrain tables') num_terrain_tables = data.uint16(debug='num_terrain_tables') num_terrains = data.uint16(debug='num_terrains') unknown_values = [] for terrain_table_id in range(0, num_terrain_tables): unknown_value = data.uint32( debug="terrain table {} unknown value".format(terrain_table_id)) unknown_values.append(unknown_value) terrain_tables = [] for terrain_table_id in range(0, num_terrain_tables): passable = [ data.float32("passability table={} terrain={}".format( terrain_table_id, terrain_id)) for terrain_id in range(0, num_terrains) ] terrain_tables.append( TerrainTable(unknown_values[terrain_table_id], passable)) return terrain_tables
def read(data: ScnDataReader, sprite_id): sprite_name = data.string_fixed(21, debug='sprite_name') sprite_filename = data.string_fixed(13, debug='sprite_filename') sprite_slp_id = data.uint32(debug='sprite_slp_id') sprite_is_loaded = data.boolean8(debug='sprite_is_loaded') sprite_color_flag = data.boolean8(debug='sprite_color_flag') sprite_layer = data.uint8(debug='sprite_layer') sprite_color_table = data.int16(debug='sprite_color_table') sprite_transparent_selection = data.boolean8( debug='sprite_transparent_selection') sprite_bounding_box = ( data.int16(), # X1 data.int16(), # Y1 data.int16(), # X2 data.int16()) # Y2 sprite_num_deltas = data.uint16(debug='sprite_num_deltas') sprite_sound_id = data.int16(debug='sprite_sound_id') attack_sounds_used = data.boolean8() sprite_num_frames = data.uint16() sprite_num_facets = data.uint16() sprite_base_speed = data.float32() sprite_frame_rate = data.float32() sprite_replay_delay = data.float32() sprite_sequence_type = data.uint8() sprite_other_id = data.uint16(debug='sprite_other_id') sprite_mirror_flag = data.uint8() # sprite_other_flag = data.uint8() # Reading 1 byte too far here, one of these must not be in the AOE1 file. sprite_deltas = [ SpriteDelta.read(data) for _ in range(0, sprite_num_deltas) ] facets = [SpriteFacet.read(data) for _ in range(0, sprite_num_facets) ] if attack_sounds_used else [] return Sprite(sprite_id, sprite_name, sprite_filename, sprite_slp_id, sprite_is_loaded, sprite_color_flag, sprite_layer, sprite_color_table, sprite_transparent_selection, sprite_bounding_box, sprite_sound_id, attack_sounds_used, sprite_num_frames, sprite_num_facets, sprite_base_speed, sprite_frame_rate, sprite_replay_delay, sprite_sequence_type, sprite_other_id, sprite_mirror_flag, sprite_deltas, facets)
def read(data: ScnDataReader): # Load header file_version = data.string_fixed(size=4) file_version_float = float(file_version) header_size = data.uint32() data.mark(name='SCN header', limit=header_size) # header size header_version = data.uint32(debug='header_version') if header_version >= 3: # DE scenario a bit different timestamp = data.uint32(debug='Timestamp maybe') string_marker = data.uint16(debug='string_marker') # always 2656 description = data.string16(debug='description') # Data sometimes here sometimes not. Need to check remaining bytes in header size to see if we can read it. if header_size - data.bytes_read_since_mark >= 8: # might not account for all possibilities for these fields has_single_player_victory_condition = data.boolean32() player_count = data.uint32() else: has_single_player_victory_condition = False player_count = -1 scenario_header = ScnHeader(file_version=file_version_float, header_version=header_version, timestamp=timestamp, description=description, has_singleplayer_victory_condition= has_single_player_victory_condition, player_count=player_count) else: timestamp = data.uint32(debug='timestamp') scenario_header = ScnHeader( file_version=file_version_float, header_version=header_version, timestamp=timestamp, description=data.string32(), has_singleplayer_victory_condition=data.boolean32(), player_count=data.uint32()) logging.debug(scenario_header) data.unmark() data.decompress() return scenario_header
def read_classic(data: ScnDataReader): base = ScnEngineProperties.read_classic(data) version = base.rge_version if version <= 1.13: for i in range(0, 16): # skip past player names player_name = data.string_fixed(size=256) raise Exception( "Not implemented: Don't know how to read player base properties from <1.13 file" ) else: player_start_resources = [] for i in range(0, 16): # Ignoring at the moment this_player_start_resources = ScnPlayerStartResources.read( data, version) player_start_resources.append(this_player_start_resources) if version >= 1.02: check5 = data.int32() if check5 != -99: raise Exception( "Check value did not match in scenario data, giving up") victory_conquest = data.uint32() victory_ruins = data.uint32() victory_artifacts = data.uint32() victory_discoveries = data.uint32() victory_exploration = data.uint32() victory_gold = data.uint32() victory_all_flag = data.boolean32() if version >= 1.13: mp_victory_type = data.uint32() victory_score = data.uint32() victory_time = data.uint32() for i in range(0, 16): for j in range(0, 16): stance = data.uint32() logging.debug("Diplomacy from=%d to=%d stance=%d", i, j, stance) # 12 victory conditions for each player for i in range(0, 16): for j in range(0, 12): # TODO read these ??? individual_victory_blob = data.read(60) if version >= 1.02: check5 = data.int32() if check5 != -99: raise Exception( "Check value did not match in scenario data, giving up") # Allied victory for i in range(0, 16): allied_victory = data.uint32() if version >= 1.24: raise Exception( "Not implemented: Don't know how to read team information from >=1.24 file" ) if version >= 1.18: # Also has disabled units and building, where are they in older versions? raise Exception( "Not implemented: Don't know how to read tech tree from >=1.18 file" ) elif version > 1.03: for i in range(0, 16): for j in range(0, 20): disabled_tech_id = data.uint32() logging.debug("Disabled tech player %d, position %d: %d", i, j, disabled_tech_id) if version > 1.04: data.uint32() # No idea if version >= 1.12: data.uint32() # No idea full_tech_tree = data.boolean32() if version > 1.05: for i in range(0, 16): player_start_age = data.uint32() if version >= 1.02: check6 = data.int32() if check6 != -99: raise Exception( "Check value did not match in scenario data, giving up") if version >= 1.19: # 'view'?? data.uint32() data.uint32() if version >= 1.21: raise Exception( "Not implemented: Don't know how to read map type from >=1.21 file" ) if version >= 1.21: raise Exception( "Not implemented: Don't know how to read base priorities from >=1.21 file" ) game_properties = ScnGameProperties(base) logging.debug(game_properties) return game_properties
def read_de(data: ScnDataReader): base = ScnEngineProperties.read_de(data) # expecting global victory conditions around here somewhere for i in range(0, 8): data.uint32(debug='unknown value a {}'.format(i)) data.uint32(debug='unknown value b') # 900 data.uint32(debug='unknown value c') # 9000 # expecting diplomacy for i in range(0, 16): for j in range(0, 16): val = data.uint32() logging.debug("Unknown value from=%d to=%d val=%d", i, j, val) # lots of '3'. # expecting 12 individual victory conditions for each player for i in range(0, 16): for j in range(0, 12): # TODO read these ??? data.read(60) check3 = data.int32(debug='check value 3') if check3 != -99: raise Exception( "Check value did not match in scenario data, giving up") # Probably allied victory for i in range(0, 16): data.uint32(debug='allied victory player {}'.format(i)) # disabled tech for i in range(0, 16): for j in range(0, 20): disabled_tech_id = data.uint32() logging.debug("Disabled tech player %d, position %d: %d", i, j, disabled_tech_id) data.uint32(debug='unknown field 1') data.uint32(debug='unknown field 2') data.uint32(debug='unknown field 3') # might be full tech tree for j in range(0, 16): # maybe ? data.uint32(debug='starting age player {}'.format(j)) check4 = data.int32(debug='check value 2') if check4 != -99: raise Exception( "Check value did not match in scenario data, giving up") # view ? data.float32() data.float32() game_properties = ScnGameProperties(base) logging.debug(game_properties) return game_properties
def read(data: ScnDataReader): # Not complete yet! return SpriteDelta(data.uint16(), data.uint16(), data.uint32(), data.int16(), data.int16(), data.int16(), data.int16())
def read(data: ScnDataReader): return SlpHeader(data.string_fixed(4), data.uint32(), data.string_fixed(24))
def read(data: ScnDataReader): return SlpFrameInfo(data.uint32(), data.uint32(), data.uint32(), data.uint32(), data.int32(), data.int32(), data.int32(), data.int32())
def read(data: ScnDataReader): id = data.uint32(debug='random_map_id') borders = ( data.uint32(debug='random_map_border_1'), data.uint32(debug='random_map_border_2'), data.uint32(debug='random_map_border_3'), data.uint32(debug='random_map_border_4') ) border_usage = data.uint32(debug='random_map_border_usage') water_shape = data.uint32(debug='random_map_water_shape') base_terrain = data.uint32(debug='random_map_base_terrain') land_cover = data.uint32(debug='random_map_land_cover') unused_id = data.uint32(debug='random_map_border_unused_id') num_lands = data.uint32(debug='random_map_num_lands') pointer1 = data.uint32() num_terrains = data.uint32(debug='random_map_num_terrains') pointer2 = data.uint32() num_objects = data.uint32(debug='random_map_num_objects') pointer3 = data.uint32() num_elevations = data.uint32(debug='random_map_num_elevations') pointer4 = data.int32() return RandomMapMeta( id, borders, border_usage, water_shape, base_terrain, land_cover, unused_id, num_lands, pointer1, num_terrains, pointer2, num_objects, pointer3, num_elevations, pointer4 )
def read(data: ScnDataReader, count: int): rows = [data.uint32() for _ in range(0, count)] data.done() return SlpCommandOffset(rows)
def read_de(data: ScnDataReader): version = data.float32(debug='version') for i in range(0, 16): data.uint16(debug='some number here') # 2656 data.string16(debug='player tribe name') if version >= 3.13: # These 16 bytes are not present in some DE scenarios bundled w/ the game, labelled version 3.125. for i in range(0, 16): # Guessing its a string ref, have not checked data.int32(debug="unknown_string_ref for player {}".format(i)) for i in range(0, 16): player_base_props = ScnPlayerBaseProperties.read(data) logging.debug(player_base_props) data.boolean32(debug='conquest maybe') data.float32(debug='probable check field') data.uint8(debug='unknown field') data.uint16(debug='some number here') # 2656 data.string16(debug='scenario_name') data.uint16(debug='some number here') # 2656 data.string16(debug='scenario_instructions') data.uint16(debug='some number here') # 2656 data.string16(debug='history_string') data.uint16(debug='some number here') # 2656 data.string16(debug='victory_string') data.uint16(debug='some number here') # 2656 data.string16(debug='loss_string') data.uint16(debug='some number here') # 2656 data.string16(debug='history_string') data.int32(debug='instructions_string_reference') data.uint16(debug='some_number_here') # 2656 data.string16(debug='instructions_vox') data.int32(debug='hints_string_reference') data.uint16(debug='some_number_here') # 2656 data.string16(debug='hints_vox') data.int32(debug='victory_string_reference') data.uint16(debug='some_number_here') # 2656 data.string16(debug='victory_vox') data.int32(debug='loss_string_reference') data.uint16(debug='some_number_here') # 2656 data.string16(debug='loss_vox') data.int32(debug='history_string_reference') data.uint16(debug='some_number_here') # 2656 data.string16(debug='history_vox') # Not sure if cinematics or per-player personality, AI, city plans etc data.uint16(debug='some_number_here') # 2656 data.string16(debug='unidentified_string 1') # ' <None> ' data.uint16(debug='some_number_here') # 2656 data.string16(debug='unidentified_string 2') # ' <None> ' data.uint16(debug='some_number_here') # 2656 data.string16(debug='unidentified_string 3') # ' <None> ' data.uint16(debug='some_number_here') # 2656 data.string16(debug='unidentified_string 4') # ' <None> ' data.uint32(debug='unidentified number 1') # 0 data.uint32(debug='unidentified number 2') # 0 data.uint32(debug='unidentified number 3') # 0 data.uint16(debug='unidentified number 4') # 1 for i in range(0, 16): data.string16(debug="ai player {}".format(i)) for i in range(0, 16): data.string16(debug="city plan player {}".format(i)) for i in range(0, 16): data.string16(debug="personality player {}".format(i)) for i in range(0, 16): some_length1 = data.uint32(debug='some length maybe') some_length2 = data.uint32(debug='some length maybe') some_length3 = data.uint32(debug='some length maybe') data.string_fixed(some_length1, debug='some string 1') data.string_fixed(some_length2, debug='some string 2') data.string_fixed(some_length3, debug='some string 3') check1 = data.int32(debug='check value 1') if check1 != -99: raise Exception("Check value did not match in scenario data, giving up") if version < 3.13: data.mark('extra data observed in 3.125 version') for i in range(0, 32): data.int32(debug='unknown value 1 {}'.format(i)) # 500 for i in range(0, 32): data.int32(debug='unknown value 2 {}'.format(i)) # 0 check2 = data.int32(debug='check value 2') if check2 != -99: raise Exception("Check value did not match in scenario data, giving up") rge_scen = ScnEngineProperties( version ) logging.debug(rge_scen) return rge_scen
def read_classic(data: ScnDataReader): # TODO actually store this stuff version = data.float32(debug='version') if version > 1.13: for i in range(0, 16): # skip past player names player_name = data.string_fixed(size=256) if version > 1.16: raise Exception("Not implemented: player string table not understood") if version > 1.13: for i in range(0, 16): player_base = ScnPlayerBaseProperties.read(data) logging.debug(player_base) is_conquest = False if version > 1.07: is_conquest = data.boolean8() # Something to do with timelines? check1 = data.uint16() check2 = data.uint16() check3 = data.float32() if check1 != 0 or check2 != 0 or check3 < -1 or check3 > 1: raise Exception("Unexpected values in scenario data, giving up") filename = data.string16(debug='filename') if version > 1.16: raise Exception("Not implemented: scenario instruction string table not understood") if version > 1.22: raise Exception("Not implemented: scout string table not understood") description = data.string16(debug='description') if version >= 1.11: hints_message = data.string16(debug='hints_message') win_message = data.string16(debug='win_message') loss_message = data.string16(debug='loss_message') history_message = data.string16(debug='history_message') if version > 1.22: raise Exception("Not implemented: scout data not understood") pregame_cinematic = data.string16(debug='pregame_cinematic') victory_cinematic = data.string16(debug='victory_cinematic') loss_cinematic = data.string16(debug='loss_cinematic') if version >= 1.09: mission_bmp = data.string16() logging.debug("mission_bmp='%s'", mission_bmp) if version >= 1.10: mission_image = data.uint32() width = data.uint32() height = data.uint32() orientation = data.uint16() if width > 0 or height > 0: raise Exception("Mission BMP data not understood") for i in range(0, 16): player_build_list = data.string16() logging.debug("Player %d build list %s", i, player_build_list) for i in range(0, 16): player_city_plan = data.string16() logging.debug("Player %d city plan %s", i, player_city_plan) if version >= 1.08: for i in range(0, 16): player_personality = data.string16() logging.debug("Player %d personality %s", i, player_personality) for i in range(0, 16): """ Embedded files """ build_list_length = data.uint32() city_plan_length = data.uint32() ai_rules_length = data.uint32() if version >= 1.08 else 0 data.read(build_list_length) data.read(city_plan_length) data.read(ai_rules_length) if version >= 1.20: raise Exception("Not implemented: AI rules not understood") if version >= 1.02: check4 = data.int32() if check4 != -99: raise Exception("Check value did not match in scenario data, giving up") rge_scen = ScnEngineProperties( version ) logging.debug(rge_scen) return rge_scen