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authorAlex Xu <alex_y_xu@yahoo.ca>2014-03-30 13:42:48 -0400
committerAlex Xu <alex_y_xu@yahoo.ca>2014-03-30 14:03:21 -0400
commitffebbcd2dee04b8c06e90432618e0e013ac5b7dc (patch)
tree7d7d0125b38c67592eb3252b580ecadb6b752512 /ast2json/renpy
parent3adce8c047fb433702223e3fca1c5463f98e4805 (diff)
downloadhtml5ks-ffebbcd2dee04b8c06e90432618e0e013ac5b7dc.tar.xz
html5ks-ffebbcd2dee04b8c06e90432618e0e013ac5b7dc.zip
unrpyc -> ast2json
Diffstat (limited to 'ast2json/renpy')
-rw-r--r--ast2json/renpy/LICENSE.txt1024
-rw-r--r--ast2json/renpy/__init__.py271
-rw-r--r--ast2json/renpy/ast.py1757
-rw-r--r--ast2json/renpy/atl.py1544
-rw-r--r--ast2json/renpy/game.py437
-rw-r--r--ast2json/renpy/object.py60
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diff --git a/ast2json/renpy/LICENSE.txt b/ast2json/renpy/LICENSE.txt
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--- /dev/null
+++ b/ast2json/renpy/LICENSE.txt
@@ -0,0 +1,1024 @@
+.. highlight:: none
+
+=======
+License
+=======
+
+Most of Ren'Py is covered by the terms of the following (MIT) license:
+
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+Ren'Py binaries include code from the following projects:
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+* Fribidi (LGPL)
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+* libjpeg-turbo (LGPL)
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+* zlib (Zlib License)
+* bzip2 (Bzip2 License)
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+
+Ren'Py may be distributed alongside the jEdit or Editra text
+editors. Editra is licensed under the wxWindows license, while
+jEdit is under the GNU General Public License.
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+ 4. PSF is making Python 2.3 available to Licensee on an "AS IS"
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+ FOR ANY PARTICULAR PURPOSE OR THAT THE USE OF PYTHON 2.3 WILL NOT
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+
+ 5. PSF SHALL NOT BE LIABLE TO LICENSEE OR ANY OTHER USERS OF PYTHON
+ 2.3 FOR ANY INCIDENTAL, SPECIAL, OR CONSEQUENTIAL DAMAGES OR LOSS AS
+ A RESULT OF MODIFYING, DISTRIBUTING, OR OTHERWISE USING PYTHON 2.3,
+ OR ANY DERIVATIVE THEREOF, EVEN IF ADVISED OF THE POSSIBILITY THEREOF.
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+
+ 8. By copying, installing or otherwise using Python 2.3, Licensee
+ agrees to be bound by the terms and conditions of this License
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+
+Jpeg License
+============
+
+::
+
+ In plain English:
+
+ 1. We don't promise that this software works. (But if you find any bugs,
+ please let us know!)
+ 2. You can use this software for whatever you want. You don't have to pay us.
+ 3. You may not pretend that you wrote this software. If you use it in a
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+ fitness for a particular purpose. This software is provided "AS IS", and you,
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+
+ This software is copyright (C) 1991-1998, Thomas G. Lane.
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+ (1) If any part of the source code for this software is distributed, then this
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+
+ We specifically permit and encourage the use of this software as the basis of
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+
+
+PNG License
+===========
+
+::
+
+ The PNG Reference Library is supplied "AS IS". The Contributing Authors
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+
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+ to the following restrictions:
+
+ 1. The origin of this source code must not be misrepresented.
+
+ 2. Altered versions must be plainly marked as such and must not
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+
+ 3. This Copyright notice may not be removed or altered from any
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+
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+Zlib License
+============
+
+::
+
+ This software is provided 'as-is', without any express or implied
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+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
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+ 1. The origin of this software must not be misrepresented; you must not
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+ 3. This notice may not be removed or altered from any source distribution.
+
+
+Bzip2 License
+=============
+
+::
+
+ This program, "bzip2", the associated library "libbzip2", and all
+ documentation, are copyright (C) 1996-2005 Julian R Seward. All
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+Modified BSD License
+====================
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+Artistic License
+================
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+
diff --git a/ast2json/renpy/__init__.py b/ast2json/renpy/__init__.py
new file mode 100644
index 0000000..f2bd463
--- /dev/null
+++ b/ast2json/renpy/__init__.py
@@ -0,0 +1,271 @@
+# Copyright 2004-2013 Tom Rothamel <pytom@bishoujo.us>
+#
+# Permission is hereby granted, free of charge, to any person
+# obtaining a copy of this software and associated documentation files
+# (the "Software"), to deal in the Software without restriction,
+# including without limitation the rights to use, copy, modify, merge,
+# publish, distribute, sublicense, and/or sell copies of the Software,
+# and to permit persons to whom the Software is furnished to do so,
+# subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be
+# included in all copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+# This file ensures that renpy packages will be imported in the right
+# order.
+
+import sys
+import os
+
+# Version numbers.
+try:
+ from renpy.vc_version import vc_version; vc_version
+except ImportError:
+ vc_version = 0
+
+# The tuple giving the version. This needs to be updated when
+# we bump the version.
+#
+# Be sure to change script_version in launcher/script_version.rpy.
+# Be sure to change config.version in tutorial/game/options.rpy.
+version_tuple = (6, 15, 4, vc_version)
+
+# A verbose string computed from that version.
+version = "Ren'Py " + ".".join(str(i) for i in version_tuple)
+
+# Other versions.
+script_version = 5003000
+savegame_suffix = "-LT1.save"
+bytecode_version = 1
+
+# True if this is the first time we've started - even including
+# utter restarts.
+first_utter_start = True
+
+def setup_modulefinder(modulefinder):
+ import _renpy
+
+ libexec = os.path.dirname(_renpy.__file__)
+
+ for i in [ "display", "gl", "angle", "text" ]:
+
+ displaypath = os.path.join(libexec, "renpy", i)
+
+ if os.path.exists(displaypath):
+ modulefinder.AddPackagePath('renpy.' + i, displaypath)
+
+def import_cython():
+ """
+ Never called, but necessary to ensure that modulefinder will properly
+ grab the various cython modules.
+ """
+
+ import renpy.arguments #@UnresolvedImport
+
+ import renpy.display.accelerator #@UnresolvedImport
+ import renpy.display.render #@UnresolvedImport
+
+ import renpy.gl.gldraw #@UnresolvedImport
+ import renpy.gl.glenviron_fixed #@UnresolvedImport
+ import renpy.gl.glenviron_limited #@UnresolvedImport
+ import renpy.gl.glenviron_shader #@UnresolvedImport
+ import renpy.gl.glrtt_copy #@UnresolvedImport
+ import renpy.gl.glrtt_fbo #@UnresolvedImport
+ import renpy.gl.gltexture #@UnresolvedImport
+
+ import renpy.angle.gldraw #@UnresolvedImport
+ import renpy.angle.glenviron_shader #@UnresolvedImport
+ import renpy.angle.glrtt_copy #@UnresolvedImport
+ import renpy.angle.glrtt_fbo #@UnresolvedImport
+ import renpy.angle.gltexture #@UnresolvedImport
+
+
+def import_all():
+
+
+ import renpy.display #@UnresolvedImport
+
+ # Adds in the Ren'Py loader.
+ import renpy.loader #@UnresolvedImport
+
+ import renpy.ast #@UnresolvedImport
+ import renpy.atl #@UnresolvedImport
+ import renpy.curry #@UnresolvedImport
+ import renpy.easy #@UnresolvedImport
+ import renpy.execution #@UnresolvedImport
+ import renpy.loadsave #@UnresolvedImport
+ import renpy.parser #@UnresolvedImport
+ import renpy.python #@UnresolvedImport
+ import renpy.script #@UnresolvedImport
+ import renpy.statements #@UnresolvedImport
+ import renpy.style #@UnresolvedImport
+ import renpy.substitutions #@UnresolvedImport
+ import renpy.translation #@UnresolvedImport
+
+ import renpy.display.presplash #@UnresolvedImport
+ import renpy.display.pgrender #@UnresolvedImport
+ import renpy.display.scale #@UnresolvedImport
+ import renpy.display.module #@UnresolvedImport
+
+ def update_path(package):
+ """
+ Update the __path__ of package, to import binary modules from a libexec
+ directory.
+ """
+
+ name = package.__name__.split(".")
+
+ import _renpy #@UnresolvedImport
+ libexec = os.path.dirname(_renpy.__file__)
+ package.__path__.append(os.path.join(libexec, *name))
+
+ # Also find encodings, to deal with the way py2exe lays things out.
+ import encodings
+ libexec = os.path.dirname(encodings.__path__[0])
+ package.__path__.append(os.path.join(libexec, *name))
+
+ update_path(renpy.display)
+
+ import renpy.display.render # Most display stuff depends on this. @UnresolvedImport
+ import renpy.display.core # object @UnresolvedImport
+
+ import renpy.text #@UnresolvedImport
+ update_path(renpy.text)
+
+ import renpy.text.ftfont #@UnresolvedImport
+ import renpy.text.font #@UnresolvedImport
+ import renpy.text.textsupport #@UnresolvedImport
+ import renpy.text.texwrap #@UnresolvedImport
+ import renpy.text.text #@UnresolvedImport
+ import renpy.text.extras #@UnresolvedImport
+
+ sys.modules['renpy.display.text'] = renpy.text.text
+
+ import renpy.gl #@UnresolvedImport
+ update_path(renpy.gl)
+
+ import renpy.angle #@UnresolvedImport
+ update_path(renpy.angle)
+
+ import renpy.display.layout # core @UnresolvedImport
+ import renpy.display.motion # layout @UnresolvedImport
+ import renpy.display.behavior # layout @UnresolvedImport
+ import renpy.display.transition # core, layout @UnresolvedImport
+ import renpy.display.movetransition # core @UnresolvedImport
+ import renpy.display.im #@UnresolvedImport
+ import renpy.display.imagelike #@UnresolvedImport
+ import renpy.display.image # core, behavior, im, imagelike @UnresolvedImport
+ import renpy.display.video #@UnresolvedImport
+ import renpy.display.focus #@UnresolvedImport
+ import renpy.display.anim #@UnresolvedImport
+ import renpy.display.particle #@UnresolvedImport
+ import renpy.display.joystick #@UnresolvedImport
+ import renpy.display.minigame #@UnresolvedImport
+ import renpy.display.screen #@UnresolvedImport
+ import renpy.display.dragdrop #@UnresolvedImport
+ import renpy.display.imagemap #@UnresolvedImport
+ import renpy.display.predict #@UnresolvedImport
+
+ import renpy.display.error #@UnresolvedImport
+
+ # Note: For windows to work, renpy.audio.audio needs to be after
+ # renpy.display.module.
+ import renpy.audio.audio #@UnresolvedImport
+ import renpy.audio.music #@UnresolvedImport
+ import renpy.audio.sound #@UnresolvedImport
+
+ import renpy.ui #@UnresolvedImport
+ import renpy.screenlang #@UnresolvedImport
+
+ import renpy.lint #@UnresolvedImport
+ import renpy.warp #@UnresolvedImport
+
+ import renpy.editor #@UnresolvedImport
+ import renpy.exports #@UnresolvedImport
+ import renpy.character # depends on exports. @UnresolvedImport
+
+ import renpy.dump #@UnresolvedImport
+
+ import renpy.config # depends on lots. @UnresolvedImport
+ import renpy.minstore # depends on lots. @UnresolvedImport
+ import renpy.defaultstore # depends on everything. @UnresolvedImport
+ import renpy.main #@UnresolvedImport
+
+ # Create the store.
+ renpy.python.create_store("store")
+
+ # Import the contents of renpy.defaultstore into renpy.store, and set
+ # up an alias as we do.
+ renpy.store = sys.modules['store']
+ sys.modules['renpy.store'] = sys.modules['store']
+
+ import subprocess
+ sys.modules['renpy.subprocess'] = subprocess
+
+ for k, v in renpy.defaultstore.__dict__.items():
+ renpy.store.__dict__.setdefault(k, v)
+
+ # Import everything into renpy.exports, provided it isn't
+ # already there.
+ for k, v in globals().items():
+ vars(renpy.exports).setdefault(k, v)
+
+# Fool the analyzer.
+if False:
+ import renpy.defaultstore as store
+
+# This reloads all modules.
+def reload_all():
+
+ import renpy #@UnresolvedImport
+
+ # Shut down the cache thread.
+ renpy.display.im.cache.quit()
+
+ blacklist = [ "renpy",
+ "renpy.bootstrap",
+ "renpy.display",
+ "renpy.display.pgrender",
+ "renpy.display.scale" ]
+
+ for i in list(sys.modules.keys()):
+ if i.startswith("renpy") and i not in blacklist:
+ del sys.modules[i]
+
+ if i.startswith("store"):
+ del sys.modules[i]
+
+ import gc
+ gc.collect()
+
+ renpy.display.draw = None
+
+ import_all()
+
+# Information about the platform we're running on. We break the platforms
+# up into 4 groups - windows-like, mac-like, linux-like, and android-like.
+windows = False
+macintosh = False
+linux = False
+android = False
+
+import platform
+
+if platform.win32_ver()[0]:
+ windows = True
+elif platform.mac_ver()[0]:
+ macintosh = True
+else:
+ linux = True
+
+# The android init code in renpy.py will set linux=False and android=True.
+
+
diff --git a/ast2json/renpy/ast.py b/ast2json/renpy/ast.py
new file mode 100644
index 0000000..6fbd58f
--- /dev/null
+++ b/ast2json/renpy/ast.py
@@ -0,0 +1,1757 @@
+# Copyright 2004-2013 Tom Rothamel <pytom@bishoujo.us>
+#
+# Permission is hereby granted, free of charge, to any person
+# obtaining a copy of this software and associated documentation files
+# (the "Software"), to deal in the Software without restriction,
+# including without limitation the rights to use, copy, modify, merge,
+# publish, distribute, sublicense, and/or sell copies of the Software,
+# and to permit persons to whom the Software is furnished to do so,
+# subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be
+# included in all copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+# This file contains the AST for the Ren'Py script language. Each class
+# here corresponds to a statement in the script language.
+
+# NOTE:
+# When updating this file, consider if lint.py or warp.py also need
+# updating.
+
+import renpy
+
+import re
+import time
+import hashlib
+import collections
+
+def next_node(n):
+ """
+ Indicates the next node that should be executed. When a statement
+ can crash, this should be set as early as possible, so that ignore
+ can bring us there.
+ """
+
+ renpy.game.context().next_node = n
+
+class ParameterInfo(object):
+ """
+ This class is used to store information about parameters to a
+ label.
+ """
+ def __init__(self, parameters, positional, extrapos, extrakw):
+
+ # A list of parameter name, default value pairs.
+ self.parameters = parameters
+
+ # A list, giving the positional parameters to this function,
+ # in order.
+ self.positional = positional
+
+ # A variable that takes the extra positional arguments, if
+ # any. None if no such variable exists.
+ self.extrapos = extrapos
+
+ # A variable that takes the extra keyword arguments, if
+ # any. None if no such variable exists.
+ self.extrakw = extrakw
+
+class ArgumentInfo(object):
+
+ def __init__(self, arguments, extrapos, extrakw):
+
+ # A list of (keyword, expression) pairs. If an argument doesn't
+ # have a keyword, it's thought of as positional.
+ self.arguments = arguments
+
+ # An expression giving extra positional arguments being
+ # supplied to this function.
+ self.extrapos = extrapos
+
+ # An expression giving extra keyword arguments that need
+ # to be supplied to this function.
+ self.extrakw = extrakw
+
+
+def __newobj__(cls, *args):
+ return cls.__new__(cls, *args)
+
+# This represents a string containing python code.
+class PyExpr(str):
+
+ __slots__ = [
+ 'filename',
+ 'linenumber',
+ ]
+
+ def __new__(cls, s, filename, linenumber):
+ self = str.__new__(cls, s)
+ self.filename = filename
+ self.linenumber = linenumber
+ return self
+
+ def __getnewargs__(self):
+ return (str(self), self.filename, self.linenumber) # E1101
+
+class PyCode(object):
+
+ __slots__ = [
+ 'source',
+ 'location',
+ 'mode',
+ 'bytecode',
+ 'hash',
+ ]
+
+ def __getstate__(self):
+ return (1, self.source, self.location, self.mode)
+
+ def __setstate__(self, state):
+ (_, self.source, self.location, self.mode) = state
+ self.bytecode = None
+
+ if renpy.game.script.record_pycode:
+ renpy.game.script.all_pycode.append(self)
+
+ def __init__(self, source, loc=('<none>', 1), mode='exec'):
+
+ if isinstance(source, PyExpr):
+ loc = (source.filename, source.linenumber, source)
+
+ # The source code.
+ self.source = source
+
+ # The time is necessary so we can disambiguate between Python
+ # blocks on the same line in different script versions.
+ self.location = loc + ( int(time.time()), )
+ self.mode = mode
+
+ # This will be initialized later on, after we are serialized.
+ self.bytecode = None
+
+ if renpy.game.script.record_pycode:
+ renpy.game.script.all_pycode.append(self)
+
+ self.hash = None
+
+ def get_hash(self):
+ try:
+ if self.hash is not None:
+ return self.hash
+ except:
+ pass
+
+ code = self.source
+ if isinstance(code, renpy.python.ast.AST): #@UndefinedVariable
+ code = renpy.python.ast.dump(code) #@UndefinedVariable
+
+ self.hash = chr(renpy.bytecode_version) + hashlib.md5(repr(self.location) + code.encode("utf-8")).digest()
+ return self.hash
+
+
+def chain_block(block, next): #@ReservedAssignment
+ """
+ This is called to chain together all of the nodes in a block. Node
+ n is chained with node n+1, while the last node is chained with
+ next.
+ """
+
+ if not block:
+ return
+
+ for a, b in zip(block, block[1:]):
+ a.chain(b)
+
+ block[-1].chain(next)
+
+
+class Scry(object):
+ """
+ This is used to store information about the future, if we know it. Unlike
+ predict, this tries to only get things we _know_ will happen.
+ """
+
+ # By default, all attributes are None.
+ def __getattr__(self, name):
+ return None
+
+ def __next__(self): #@ReservedAssignment
+ if self._next is None:
+ return None
+ else:
+ return self._next.scry()
+
+
+class Node(object):
+ """
+ A node in the abstract syntax tree of the program.
+
+ @ivar name: The name of this node.
+
+ @ivar filename: The filename where this node comes from.
+ @ivar linenumber: The line number of the line on which this node is defined.
+ """
+
+ __slots__ = [
+ 'name',
+ 'filename',
+ 'linenumber',
+ 'next',
+ ]
+
+ # True if this node is translatable, false otherwise. (This can be set on
+ # the class or the instance.)
+ translatable = False
+
+ # Called to set the state of a Node, when necessary.
+ def __setstate__(self, state):
+ for k, v in state[1].items():
+ try:
+ setattr(self, k, v)
+ except AttributeError:
+ pass
+
+
+ def __init__(self, loc):
+ """
+ Initializes this Node object.
+
+ @param loc: A (filename, physical line number) tuple giving the
+ logical line on which this Node node starts.
+ """
+
+ self.filename, self.linenumber = loc
+ self.name = None
+ self.next = None
+
+ def diff_info(self):
+ """
+ Returns a tuple of diff info about ourself. This is used to
+ compare Nodes to see if they should be considered the same node. The
+ tuple returned must be hashable.
+ """
+
+ return ( id(self), )
+
+ def get_children(self):
+ """
+ Returns a list of all of the nodes that are children of this
+ node. (That is, all of the nodes in any block associated with
+ this node.)
+ """
+
+ return [ ]
+
+ def get_init(self):
+ """
+ Returns a node that should be run at init time (that is, before
+ the normal start of the script.), or None if this node doesn't
+ care to suggest one.
+
+ (The only class that needs to override this is Init.)
+ """
+
+ return None
+
+ def chain(self, next): #@ReservedAssignment
+ """
+ This is called with the Node node that should be followed after
+ executing this node, and all nodes that this node
+ executes. (For example, if this node is a block label, the
+ next is the node that should be executed after all nodes in
+ the block.)
+ """
+
+ self.next = next
+
+ def execute(self):
+ """
+ Causes this node to execute, and any action it entails to be
+ performed. The node should call next_node with the node to
+ be executed after this one.
+ """
+
+ assert False, "Node subclass forgot to define execute."
+
+ def early_execute(self):
+ """
+ Called when the module is loaded.
+ """
+
+ def predict(self):
+ """
+ This is called to predictively load images from this node. It
+ should cause renpy.display.predict.image and
+ renpy.display.predict.screen to be called as necessary.
+ """
+
+ if self.__next__:
+ return [ self.__next__ ]
+ else:
+ return [ ]
+
+ def scry(self):
+ """
+ Called to return an object with some general, user-definable information
+ about the future.
+ """
+
+ rv = Scry()
+ rv._next = self.__next__ # W0201
+ return rv
+
+ def restructure(self, callback):
+ """
+ Called to restructure the AST.
+
+ When this method is called, callback is called once for each child
+ block of the node. The block, a list, can be updated by the callback
+ using slice assignment to the list.
+ """
+
+ # Does nothing for nodes that do not contain child blocks.
+ return
+
+ def get_code(self, dialogue_filter=None):
+ """
+ Returns the canonical form of the code corresponding to this statement.
+ This only needs to be defined if the statement is translatable.
+
+ `filter`
+ If present, a filter that should be applied to human-readable
+ text in the statement.
+ """
+
+ raise Exception("Not Implemented")
+
+def say_menu_with(expression, callback):
+ """
+ This handles the with clause of a say or menu statement.
+ """
+
+ if expression is not None:
+ what = renpy.python.py_eval(expression)
+ elif renpy.store.default_transition and renpy.game.preferences.transitions == 2:
+ what = renpy.store.default_transition
+ else:
+ return
+
+ if not what:
+ return
+
+ if renpy.game.preferences.transitions:
+ # renpy.game.interface.set_transition(what)
+ callback(what)
+
+class Say(Node):
+
+ __slots__ = [
+ 'who',
+ 'who_fast',
+ 'what',
+ 'with_',
+ 'interact',
+ 'attributes',
+ ]
+
+ def diff_info(self):
+ return (Say, self.who, self.what)
+
+ def __setstate__(self, state):
+ self.attributes = None
+ self.interact = True
+ Node.__setstate__(self, state)
+
+ def __init__(self, loc, who, what, with_, interact=True, attributes=None):
+
+ super(Say, self).__init__(loc)
+
+ if who is not None:
+ self.who = who.strip()
+
+ if re.match(r'[a-zA-Z_]\w*$', self.who):
+ self.who_fast = True
+ else:
+ self.who_fast = False
+ else:
+ self.who = None
+ self.who_fast = False
+
+ self.what = what
+ self.with_ = with_
+ self.interact = interact
+
+ # A tuple of attributes that are applied to the character that's
+ # speaking, or None to disable this behavior.
+ self.attributes = attributes
+
+ def get_code(self, dialogue_filter=None):
+ rv = [ ]
+
+ if self.who:
+ rv.append(self.who)
+
+ if self.attributes is not None:
+ rv.extend(self.attributes)
+
+ what = self.what
+ if dialogue_filter is not None:
+ what = dialogue_filter(what)
+
+ rv.append(renpy.translation.encode_say_string(what))
+
+ if not self.interact:
+ rv.append("nointeract")
+
+ if self.with_:
+ rv.append("with")
+ rv.append(self.with_)
+
+ return " ".join(rv)
+
+ def execute(self):
+
+ next_node(self.__next__)
+
+ try:
+
+ renpy.exports.say_attributes = self.attributes
+
+ if self.who is not None:
+ if self.who_fast:
+ who = getattr(renpy.store, self.who, None)
+ if who is None:
+ raise Exception("Sayer '%s' is not defined." % self.who.encode("utf-8"))
+ else:
+ who = renpy.python.py_eval(self.who)
+ else:
+ who = None
+
+ if not (
+ (who is None) or
+ isinstance(who, collections.Callable) or
+ isinstance(who, str) ):
+
+ raise Exception("Sayer %s is not a function or string." % self.who.encode("utf-8"))
+
+ what = self.what
+ if renpy.config.say_menu_text_filter:
+ what = renpy.config.say_menu_text_filter(what) # E1102
+
+ if getattr(who, "record_say", True):
+ renpy.store._last_say_who = self.who
+ renpy.store._last_say_what = what
+
+ say_menu_with(self.with_, renpy.game.interface.set_transition)
+ renpy.exports.say(who, what, interact=self.interact)
+
+ finally:
+ renpy.exports.say_attributes = None
+
+
+ def predict(self):
+
+ old_attributes = renpy.exports.say_attributes
+
+ try:
+
+ renpy.exports.say_attributes = self.attributes
+
+ if self.who is not None:
+ if self.who_fast:
+ who = getattr(renpy.store, self.who)
+ else:
+ who = renpy.python.py_eval(self.who)
+ else:
+ who = None
+
+ def predict_with(trans):
+ renpy.display.predict.displayable(trans(old_widget=None, new_widget=None))
+
+ say_menu_with(self.with_, predict_with)
+
+ what = self.what
+ if renpy.config.say_menu_text_filter:
+ what = renpy.config.say_menu_text_filter(what)
+
+ renpy.exports.predict_say(who, what)
+
+ finally:
+ renpy.exports.say_attributes = old_attributes
+
+ return [ self.__next__ ]
+
+ def scry(self):
+ rv = Node.scry(self)
+
+ if self.who is not None:
+ if self.who_fast:
+ who = getattr(renpy.store, self.who)
+ else:
+ who = renpy.python.py_eval(self.who)
+ else:
+ who = None
+
+ if self.interact:
+ renpy.exports.scry_say(who, rv)
+ else:
+ rv.interacts = False
+
+ return rv
+
+# Copy the descriptor.
+setattr(Say, "with", Say.with_) # E1101
+
+class Init(Node):
+
+ __slots__ = [
+ 'block',
+ 'priority',
+ ]
+
+ def __init__(self, loc, block, priority):
+ super(Init, self).__init__(loc)
+
+ self.block = block
+ self.priority = priority
+
+
+ def get_children(self):
+ return self.block
+
+ def get_init(self):
+ return self.priority, self.block[0]
+
+ # We handle chaining specially. We want to chain together the nodes in
+ # the block, but we want that chain to end in None, and we also want
+ # this node to just continue on to the next node in normal execution.
+ def chain(self, next): #@ReservedAssignment
+ self.next = next
+
+ chain_block(self.block, None)
+
+ def execute(self):
+ next_node(self.__next__)
+
+ def restructure(self, callback):
+ callback(self.block)
+
+def apply_arguments(params, args, kwargs):
+ """
+ Applies arguments to parameters to update scope.
+
+ `scope`
+ A dict.
+
+ `params`
+ The parameters object.
+
+ `args`, `kwargs`
+ Positional and keyword arguments.
+ """
+
+ values = { }
+ rv = { }
+
+ if args is None:
+ args = ()
+
+ if kwargs is None:
+ kwargs = { }
+
+ if params is None:
+ if args or kwargs:
+ raise Exception("Arguments supplied, but parameter list not present")
+ else:
+ return rv
+
+ for name, value in zip(params.positional, args):
+ if name in values:
+ raise Exception("Parameter %s has two values." % name)
+
+ values[name] = value
+
+ extrapos = tuple(args[len(params.positional):])
+
+ for name, value in kwargs.items():
+ if name in values:
+ raise Exception("Parameter %s has two values." % name)
+
+ values[name] = value
+
+ for name, default in params.parameters:
+
+ if name not in values:
+ if default is None:
+ raise Exception("Required parameter %s has no value." % name)
+ else:
+ rv[name] = renpy.python.py_eval(default)
+
+ else:
+ rv[name] = values[name]
+ del values[name]
+
+ # Now, values has the left-over keyword arguments, and extrapos
+ # has the left-over positional arguments.
+
+ if params.extrapos:
+ rv[params.extrapos] = extrapos
+ elif extrapos:
+ raise Exception("Too many arguments in call (expected %d, got %d)." % (len(params.positional), len(args)))
+
+ if params.extrakw:
+ rv[params.extrakw] = values
+ else:
+ if values:
+ raise Exception("Unknown keyword arguments: %s" % ( ", ".join(list(values.keys()))))
+
+ return rv
+
+class Label(Node):
+
+ __slots__ = [
+ 'name',
+ 'parameters',
+ 'block',
+ 'hide',
+ ]
+
+ def __setstate__(self, state):
+ self.parameters = None
+ self.hide = False
+ Node.__setstate__(self, state)
+
+ def __init__(self, loc, name, block, parameters, hide=False):
+ """
+ Constructs a new Label node.
+
+ @param name: The name of this label.
+ @param block: A (potentially empty) list of nodes making up the
+ block associated with this label.
+ """
+
+ super(Label, self).__init__(loc)
+
+ self.name = name
+ self.block = block
+ self.parameters = parameters
+ self.hide = hide
+
+ def diff_info(self):
+ return (Label, self.name)
+
+ def get_children(self):
+ return self.block
+
+ def chain(self, next): #@ReservedAssignment
+
+ if self.block:
+ self.next = self.block[0]
+ chain_block(self.block, next)
+ else:
+ self.next = next
+
+ def execute(self):
+ next_node(self.__next__)
+
+ renpy.game.context().mark_seen()
+
+ values = apply_arguments(self.parameters, renpy.store._args, renpy.store._kwargs)
+
+ for k, v in values.items():
+ renpy.exports.dynamic(k)
+ setattr(renpy.store, k, v)
+
+ renpy.store._args = None
+ renpy.store._kwargs = None
+
+ if renpy.config.label_callback:
+ renpy.config.label_callback(self.name, renpy.game.context().last_abnormal)
+
+ def restructure(self, callback):
+ callback(self.block)
+
+
+class Python(Node):
+
+ __slots__ = [
+ 'hide',
+ 'code',
+ 'store',
+ ]
+
+ def __setstate__(self, state):
+ self.store = "store"
+ super(Python, self).__setstate__(state)
+
+ def __init__(self, loc, python_code, hide=False, store="store"):
+ """
+ @param code: A PyCode object.
+
+ @param hide: If True, the code will be executed with its
+ own local dictionary.
+ """
+
+ super(Python, self).__init__(loc)
+
+ self.hide = hide
+ self.code = PyCode(python_code, loc=loc, mode='exec')
+ self.store = store
+
+ def diff_info(self):
+ return (Python, self.code.source)
+
+ def early_execute(self):
+ renpy.python.create_store(self.store)
+
+ def execute(self):
+ next_node(self.__next__)
+
+ try:
+ renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
+ finally:
+
+ if not renpy.game.context().init_phase:
+ for i in renpy.config.python_callbacks:
+ i()
+
+ def scry(self):
+ rv = Node.scry(self)
+ rv.interacts = True
+ return rv
+
+class EarlyPython(Node):
+
+ __slots__ = [
+ 'hide',
+ 'code',
+ 'store',
+ ]
+
+ def __setstate__(self, state):
+ self.store = "store"
+ super(EarlyPython, self).__setstate__(state)
+
+ def __init__(self, loc, python_code, hide=False, store="store"):
+ """
+ @param code: A PyCode object.
+
+ @param hide: If True, the code will be executed with its
+ own local dictionary.
+ """
+
+ super(EarlyPython, self).__init__(loc)
+
+ self.hide = hide
+ self.code = PyCode(python_code, loc=loc, mode='exec')
+ self.store = store
+
+ def diff_info(self):
+ return (EarlyPython, self.code.source)
+
+ def execute(self):
+ next_node(self.__next__)
+
+ def early_execute(self):
+ renpy.python.create_store(self.store)
+
+ if self.code.bytecode:
+ renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
+
+class Image(Node):
+
+ __slots__ = [
+ 'imgname',
+ 'code',
+ 'atl',
+ ]
+
+ def __init__(self, loc, name, expr=None, atl=None):
+ """
+ @param name: The name of the image being defined.
+
+ @param expr: An expression yielding a Displayable that is
+ assigned to the image.
+ """
+
+ super(Image, self).__init__(loc)
+
+ self.imgname = name
+
+ if expr:
+ self.code = PyCode(expr, loc=loc, mode='eval')
+ self.atl = None
+ else:
+ self.code = None
+ self.atl = atl
+
+ def diff_info(self):
+ return (Image, tuple(self.imgname))
+
+ def execute(self):
+
+ # Note: We should always check that self.code is None before
+ # accessing self.atl, as self.atl may not always exist.
+
+ next_node(self.__next__)
+
+ if self.code is not None:
+ img = renpy.python.py_eval_bytecode(self.code.bytecode)
+ else:
+ img = renpy.display.motion.ATLTransform(self.atl)
+
+ renpy.exports.image(self.imgname, img)
+
+
+
+class Transform(Node):
+
+ __slots__ = [
+
+ # The name of the transform.
+ 'varname',
+
+ # The block of ATL associated with the transform.
+ 'atl',
+
+ # The parameters associated with the transform, if any.
+ 'parameters',
+ ]
+
+ default_parameters = ParameterInfo([ ], [ ], None, None)
+
+ def __init__(self, loc, name, atl=None, parameters=default_parameters):
+
+ super(Transform, self).__init__(loc)
+
+ self.varname = name
+ self.atl = atl
+ self.parameters = parameters
+
+ def diff_info(self):
+ return (Transform, self.varname)
+
+ def execute(self):
+
+ next_node(self.__next__)
+
+ parameters = getattr(self, "parameters", None)
+
+ if parameters is None:
+ parameters = Transform.default_parameters
+
+ trans = renpy.display.motion.ATLTransform(self.atl, parameters=parameters)
+ renpy.dump.transforms.append((self.varname, self.filename, self.linenumber))
+ setattr(renpy.store, self.varname, trans)
+
+
+def predict_imspec(imspec, scene=False, atl=None):
+ """
+ Call this to use the given callback to predict the image named
+ in imspec.
+ """
+
+ if len(imspec) == 7:
+ name, expression, tag, _at_list, layer, _zorder, _behind = imspec
+
+ elif len(imspec) == 6:
+ name, expression, tag, _at_list, layer, _zorder = imspec
+
+ elif len(imspec) == 3:
+ name, _at_list, layer = imspec
+
+
+ if expression:
+ try:
+ img = renpy.python.py_eval(expression)
+ img = renpy.easy.displayable(img)
+ except:
+ return
+
+ else:
+ img = renpy.display.image.images.get(name, None)
+ if img is None:
+ return
+
+ full_name = name
+ if tag:
+ full_name = (tag,) + full_name[1:]
+
+ if scene:
+ renpy.game.context().images.predict_scene(layer)
+
+ renpy.game.context().images.predict_show(tag or name, layer)
+
+ if atl is not None:
+ try:
+ img = renpy.display.motion.ATLTransform(atl, child=img)
+ except:
+ import traceback
+ traceback.print_exc()
+
+ renpy.display.predict.displayable(img)
+
+
+
+def show_imspec(imspec, atl=None):
+
+ if len(imspec) == 7:
+ name, expression, tag, at_list, layer, zorder, behind = imspec
+
+ elif len(imspec) == 6:
+ name, expression, tag, at_list, layer, zorder = imspec
+ behind = [ ]
+
+ elif len(imspec) == 3:
+ name, at_list, layer = imspec
+ expression = None
+ tag = None
+ zorder = None
+ behind = [ ]
+
+ if zorder is not None:
+ zorder = renpy.python.py_eval(zorder)
+ else:
+ zorder = 0
+
+ if expression is not None:
+ expression = renpy.python.py_eval(expression)
+ expression = renpy.easy.displayable(expression)
+
+ at_list = [ renpy.python.py_eval(i) for i in at_list ]
+
+ renpy.config.show(name,
+ at_list=at_list,
+ layer=layer,
+ what=expression,
+ zorder=zorder,
+ tag=tag,
+ behind=behind,
+ atl=atl)
+
+class Show(Node):
+
+ __slots__ = [
+ 'imspec',
+ 'atl',
+ ]
+
+ def __init__(self, loc, imspec, atl=None):
+ """
+ @param imspec: A triple consisting of an image name (itself a
+ tuple of strings), a list of at expressions, and a layer.
+ """
+
+ super(Show, self).__init__(loc)
+
+ self.imspec = imspec
+ self.atl = atl
+
+ def diff_info(self):
+ return (Show, tuple(self.imspec[0]))
+
+ def execute(self):
+ next_node(self.__next__)
+
+ show_imspec(self.imspec, atl=getattr(self, "atl", None))
+
+ def predict(self):
+ predict_imspec(self.imspec, atl=getattr(self, "atl", None))
+ return [ self.__next__ ]
+
+
+class Scene(Node):
+
+ __slots__ = [
+ 'imspec',
+ 'layer',
+ 'atl',
+ ]
+
+ def __init__(self, loc, imgspec, layer, atl=None):
+ """
+ @param imspec: A triple consisting of an image name (itself a
+ tuple of strings), a list of at expressions, and a layer, or
+ None to not have this scene statement also display an image.
+ """
+
+ super(Scene, self).__init__(loc)
+
+ self.imspec = imgspec
+ self.layer = layer
+ self.atl = atl
+
+ def diff_info(self):
+
+ if self.imspec:
+ data = tuple(self.imspec[0])
+ else:
+ data = None
+
+ return (Scene, data)
+
+ def execute(self):
+
+ next_node(self.__next__)
+
+ renpy.config.scene(self.layer)
+
+ if self.imspec:
+ show_imspec(self.imspec, atl=getattr(self, "atl", None))
+
+ def predict(self):
+
+ if self.imspec:
+ predict_imspec(self.imspec, atl=getattr(self, "atl", None), scene=True)
+
+ return [ self.__next__ ]
+
+
+class Hide(Node):
+
+ __slots__ = [
+ 'imspec',
+ ]
+
+ def __init__(self, loc, imgspec):
+ """
+ @param imspec: A triple consisting of an image name (itself a
+ tuple of strings), a list of at expressions, and a list of
+ with expressions.
+ """
+
+ super(Hide, self).__init__(loc)
+
+ self.imspec = imgspec
+
+ def diff_info(self):
+ return (Hide, tuple(self.imspec[0]))
+
+ def predict(self):
+
+ if len(self.imspec) == 3:
+ name, _at_list, layer = self.imspec
+ tag = None
+ _expression = None
+ _zorder = None
+ _behind = None
+ elif len(self.imspec) == 6:
+ name, _expression, tag, _at_list, layer, _zorder = self.imspec
+ _behind = None
+ elif len(self.imspec) == 7:
+ name, _expression, tag, _at_list, layer, _zorder, _behind = self.imspec
+
+
+ if tag is None:
+ tag = name[0]
+
+ renpy.game.context().images.predict_hide(tag, layer)
+
+ return [ self.__next__ ]
+
+ def execute(self):
+
+ next_node(self.__next__)
+
+ if len(self.imspec) == 3:
+ name, _at_list, layer = self.imspec
+ _expression = None
+ tag = None
+ _zorder = 0
+ elif len(self.imspec) == 6:
+ name, _expression, tag, _at_list, layer, _zorder = self.imspec
+ elif len(self.imspec) == 7:
+ name, _expression, tag, _at_list, layer, _zorder, _behind = self.imspec
+
+ renpy.config.hide(tag or name, layer)
+
+
+class With(Node):
+
+ __slots__ = [
+ 'expr',
+ 'paired',
+ ]
+
+ def __setstate__(self, state):
+ self.paired = None
+ Node.__setstate__(self, state)
+
+ def __init__(self, loc, expr, paired=None):
+ """
+ @param expr: An expression giving a transition or None.
+ """
+
+ super(With, self).__init__(loc)
+ self.expr = expr
+ self.paired = paired
+
+ def diff_info(self):
+ return (With, self.expr)
+
+ def execute(self):
+
+ next_node(self.__next__)
+
+ trans = renpy.python.py_eval(self.expr)
+
+ if self.paired is not None:
+ paired = renpy.python.py_eval(self.paired)
+ else:
+ paired = None
+
+ renpy.exports.with_statement(trans, paired)
+
+ def predict(self):
+
+ try:
+ trans = renpy.python.py_eval(self.expr)
+
+ if trans:
+ renpy.display.predict.displayable(trans(old_widget=None, new_widget=None))
+
+ except:
+ pass
+
+
+ return [ self.__next__ ]
+
+
+class Call(Node):
+
+ __slots__ = [
+ 'label',
+ 'arguments',
+ 'expression',
+ ]
+
+ def __setstate__(self, state):
+ self.arguments = None
+ Node.__setstate__(self, state)
+
+ def __init__(self, loc, label, expression, arguments):
+
+ super(Call, self).__init__(loc)
+ self.label = label
+ self.expression = expression
+ self.arguments = arguments
+
+ def diff_info(self):
+ return (Call, self.label, self.expression)
+
+ def execute(self):
+
+ label = self.label
+ if self.expression:
+ label = renpy.python.py_eval(label)
+
+ rv = renpy.game.context().call(label, return_site=self.next.name)
+ next_node(rv)
+ renpy.game.context().abnormal = True
+
+ if self.arguments:
+
+ args = [ ]
+ kwargs = renpy.python.RevertableDict()
+
+ for name, expr in self.arguments.arguments:
+
+ value = renpy.python.py_eval(expr)
+
+ if name is None:
+ args.append(value)
+ else:
+ if name in kwargs:
+ raise Exception("The argument named %s appears twice." % name)
+
+ kwargs[name] = value
+
+ if self.arguments.extrapos:
+ args.extend(renpy.python.py_eval(self.arguments.extrapos))
+
+ if self.arguments.extrakw:
+ for name, value in renpy.python.py_eval(self.arguments.extrakw).items():
+ if name in kwargs:
+ raise Exception("The argument named %s appears twice." % name)
+
+ kwargs[name] = value
+
+
+ renpy.store._args = tuple(args)
+ renpy.store._kwargs = kwargs
+
+ def predict(self):
+ if self.expression:
+ return [ ]
+ else:
+ return [ renpy.game.script.lookup(self.label) ]
+
+ def scry(self):
+ rv = Node.scry(self)
+ rv._next = None
+ return rv
+
+
+class Return(Node):
+
+ __slots__ = [ 'expression']
+
+ def __setstate__(self, state):
+ self.expression = None
+ Node.__setstate__(self, state)
+
+ def __init__(self, loc, expression):
+ super(Return, self).__init__(loc)
+ self.expression = expression
+
+ def diff_info(self):
+ return (Return, )
+
+ # We don't care what the next node is.
+ def chain(self, next): #@ReservedAssignment
+ self.next = None
+ return
+
+ def execute(self):
+
+ if self.expression:
+ renpy.store._return = renpy.python.py_eval(self.expression)
+ else:
+ renpy.store._return = None
+
+ renpy.game.context().pop_dynamic()
+
+ next_node(renpy.game.context().lookup_return(pop=True))
+
+ def predict(self):
+ site = renpy.game.context().lookup_return(pop=False)
+ if site:
+ return [ site ]
+ else:
+ return [ ]
+
+ def scry(self):
+ rv = Node.scry(self)
+ rv._next = None
+ return rv
+
+
+class Menu(Node):
+
+ __slots__ = [
+ 'items',
+ 'set',
+ 'with_',
+ ]
+
+ def __init__(self, loc, items, set, with_): #@ReservedAssignment
+ super(Menu, self).__init__(loc)
+
+ self.items = items
+ self.set = set
+ self.with_ = with_
+
+ def diff_info(self):
+ return (Menu,)
+
+ def get_children(self):
+ rv = [ ]
+
+ for _label, _condition, block in self.items:
+ if block:
+ rv.extend(block)
+
+ return rv
+
+ # Blocks of statements in a choice continue after the menu.
+ def chain(self, next): #@ReservedAssignment
+
+ self.next = next
+
+ for (_label, _condition, block) in self.items:
+ if block:
+ chain_block(block, next)
+
+ def execute(self):
+
+ next_node(self.__next__)
+
+ choices = [ ]
+ narration = [ ]
+
+ for i, (label, condition, block) in enumerate(self.items):
+
+ if renpy.config.say_menu_text_filter:
+ label = renpy.config.say_menu_text_filter(label)
+
+ if block is None:
+ if renpy.config.narrator_menu and label:
+ narration.append(label)
+ else:
+ choices.append((label, condition, None))
+ else:
+ choices.append((label, condition, i))
+ next_node(block[0])
+
+ if narration:
+ renpy.exports.say(None, "\n".join(narration), interact=False)
+
+ say_menu_with(self.with_, renpy.game.interface.set_transition)
+ choice = renpy.exports.menu(choices, self.set)
+
+ if choice is not None:
+ next_node(self.items[choice][2][0])
+ else:
+ next_node(self.__next__)
+
+
+ def predict(self):
+ rv = [ ]
+
+ def predict_with(trans):
+ renpy.display.predict.displayable(trans(old_widget=None, new_widget=None))
+
+ say_menu_with(self.with_, predict_with)
+
+ renpy.store.predict_menu()
+
+ for _label, _condition, block in self.items:
+ if block:
+ rv.append(block[0])
+
+ return rv
+
+ def scry(self):
+ rv = Node.scry(self)
+ rv._next = None
+ rv.interacts = True
+ return rv
+
+ def restructure(self, callback):
+ for _label, _condition, block in self.items:
+ if block is not None:
+ callback(block)
+
+setattr(Menu, "with", Menu.with_) # E1101
+
+
+# Goto is considered harmful. So we decided to name it "jump"
+# instead.
+class Jump(Node):
+
+ __slots__ = [
+ 'target',
+ 'expression',
+ ]
+
+ def __init__(self, loc, target, expression):
+ super(Jump, self).__init__(loc)
+
+ self.target = target
+ self.expression = expression
+
+ def diff_info(self):
+ return (Jump, self.target, self.expression)
+
+ # We don't care what our next node is.
+ def chain(self, next): #@ReservedAssignment
+ self.next = None
+ return
+
+ def execute(self):
+
+ target = self.target
+ if self.expression:
+ target = renpy.python.py_eval(target)
+
+ rv = renpy.game.script.lookup(target)
+ renpy.game.context().abnormal = True
+
+ next_node(rv)
+
+ def predict(self):
+
+ if self.expression:
+ return [ ]
+ else:
+ return [ renpy.game.script.lookup(self.target) ]
+
+ def scry(self):
+ rv = Node.scry(self)
+ if self.expression:
+ rv._next = None
+ else:
+ rv._next = renpy.game.script.lookup(self.target)
+
+ return rv
+
+
+# GNDN
+class Pass(Node):
+
+ __slots__ = [ ]
+
+ def diff_info(self):
+ return (Pass,)
+
+ def execute(self):
+ next_node(self.__next__)
+
+
+class While(Node):
+
+ __slots__ = [
+ 'condition',
+ 'block',
+ ]
+
+ def __init__(self, loc, condition, block):
+ super(While, self).__init__(loc)
+
+ self.condition = condition
+ self.block = block
+
+ def diff_info(self):
+ return (While, self.condition)
+
+ def get_children(self):
+ return self.block
+
+ def chain(self, next): #@ReservedAssignment
+ self.next = next
+ chain_block(self.block, self)
+
+ def execute(self):
+
+ next_node(self.__next__)
+
+ if renpy.python.py_eval(self.condition):
+ next_node(self.block[0])
+
+ def predict(self):
+ return [ self.block[0], self.__next__ ]
+
+ def scry(self):
+ rv = Node.scry(self)
+ rv._next = None
+ return rv
+
+ def restructure(self, callback):
+ callback(self.block)
+
+class If(Node):
+
+ __slots__ = [ 'entries' ]
+
+ def __init__(self, loc, entries):
+ """
+ @param entries: A list of (condition, block) tuples.
+ """
+
+ super(If, self).__init__(loc)
+
+ self.entries = entries
+
+ def diff_info(self):
+ return (If,)
+
+ def get_children(self):
+ rv = [ ]
+
+ for _condition, block in self.entries:
+ rv.extend(block)
+
+ return rv
+
+ def chain(self, next): #@ReservedAssignment
+ self.next = next
+
+ for _condition, block in self.entries:
+ chain_block(block, next)
+
+ def execute(self):
+
+ next_node(self.__next__)
+
+ for condition, block in self.entries:
+ if renpy.python.py_eval(condition):
+ next_node(block[0])
+ return
+
+ def predict(self):
+
+ return [ block[0] for _condition, block in self.entries ] + \
+ [ self.__next__ ]
+
+ def scry(self):
+ rv = Node.scry(self)
+ rv._next = None
+ return rv
+
+ def restructure(self, callback):
+ for _condition, block in self.entries:
+ callback(block)
+
+class UserStatement(Node):
+
+ __slots__ = [
+ 'line',
+ 'parsed',
+ 'block',
+ 'translatable' ]
+
+ def __setstate__(self, state):
+ self.block = [ ]
+ self.translatable = False
+ Node.__setstate__(self, state)
+
+ def __init__(self, loc, line, block):
+
+ super(UserStatement, self).__init__(loc)
+ self.line = line
+ self.block = block
+ self.parsed = None
+
+ # Do not store the parse quite yet.
+ _parse_info = renpy.statements.parse(self, self.line, self.block)
+
+ def diff_info(self):
+ return (UserStatement, self.line)
+
+ def execute(self):
+ next_node(self.get_next())
+
+ self.call("execute")
+
+ def predict(self):
+ self.call("predict")
+ return [ self.get_next() ]
+
+ def call(self, method, *args, **kwargs):
+
+ parsed = self.parsed
+ if parsed is None:
+ parsed = renpy.statements.parse(self, self.line, self.block)
+ self.parsed = parsed
+
+ renpy.statements.call(method, parsed, *args, **kwargs)
+
+ def get_next(self):
+ rv = self.call("next")
+ if rv is not None:
+ return renpy.game.script.lookup(rv)
+ else:
+ return self.__next__
+
+ def scry(self):
+ rv = Node.scry(self)
+ rv._next = self.get_next()
+ self.call("scry", rv)
+ return rv
+
+ def get_code(self, dialogue_filter=None):
+ return self.line
+
+
+class Define(Node):
+
+ __slots__ = [
+ 'varname',
+ 'code',
+ ]
+
+ def __init__(self, loc, name, expr):
+ """
+ @param name: The name of the image being defined.
+
+ @param expr: An expression yielding a Displayable that is
+ assigned to the image.
+ """
+
+ super(Define, self).__init__(loc)
+
+ self.varname = name
+ self.code = PyCode(expr, loc=loc, mode='eval')
+
+ def diff_info(self):
+ return (Define, tuple(self.varname))
+
+ def execute(self):
+
+ next_node(self.__next__)
+
+ value = renpy.python.py_eval_bytecode(self.code.bytecode)
+ renpy.dump.definitions.append((self.varname, self.filename, self.linenumber))
+ setattr(renpy.store, self.varname, value)
+
+
+class Screen(Node):
+
+ __slots__ = [
+ 'screen',
+ ]
+
+ def __init__(self, loc, screen):
+ """
+ @param name: The name of the image being defined.
+
+ @param expr: An expression yielding a Displayable that is
+ assigned to the image.
+ """
+
+ super(Screen, self).__init__(loc)
+
+ self.screen = screen
+
+ def diff_info(self):
+ return (Screen, self.screen.name)
+
+ def execute(self):
+ next_node(self.__next__)
+ self.screen.define()
+ renpy.dump.screens.append((self.screen.name, self.filename, self.linenumber))
+
+
+################################################################################
+# Translations
+################################################################################
+
+class Translate(Node):
+ """
+ A translation block, produced either by explicit translation statements
+ or implicit translation blocs.
+
+ If language is None, when executed this transfers control to the translate
+ statement in the current language, if any, and otherwise runs the block.
+ If language is not None, causes an error to occur if control reaches this
+ statement.
+
+ When control normally leaves a translate statement, in any language, it
+ goes to the end of the translate statement in the None language.
+ """
+
+ __slots__ = [
+ "identifier",
+ "language",
+ "block",
+ ]
+
+ def __init__(self, loc, identifier, language, block):
+ super(Translate, self).__init__(loc)
+
+ self.identifier = identifier
+ self.language = language
+ self.block = block
+
+ def diff_info(self):
+ return (Translate, self.identifier, self.language)
+
+ def chain(self, next): #@ReservedAssignment
+ self.next = next
+ chain_block(self.block, next)
+
+ def execute(self):
+
+ if self.language is not None:
+ next_node(self.__next__)
+ raise Exception("Translation nodes cannot be run directly.")
+
+ next_node(renpy.game.script.translator.lookup_translate(self.identifier))
+ renpy.game.context().translate_identifier = self.identifier
+
+ def predict(self):
+ node = renpy.game.script.translator.lookup_translate(self.identifier)
+ return [ node ]
+
+ def scry(self):
+ rv = Scry()
+ rv._next = renpy.game.script.translator.lookup_translate(self.identifier)
+ return rv
+
+ def get_children(self):
+ return self.block
+
+ def restructure(self, callback):
+ return callback(self.block)
+
+
+class EndTranslate(Node):
+ """
+ A node added implicitly after each translate block. It's responsible for
+ resetting the translation identifier.
+ """
+
+ def __init__(self, loc):
+ super(EndTranslate, self).__init__(loc)
+
+ def diff_info(self):
+ return (EndTranslate,)
+
+ def execute(self):
+ next_node(self.__next__)
+ renpy.game.context().translate_identifier = None
+
+
+class TranslateString(Node):
+ """
+ A node used for translated strings.
+ """
+
+ __slots__ = [
+ "language",
+ "old",
+ "new"
+ ]
+
+ def __init__(self, loc, language, old, new):
+ super(TranslateString, self).__init__(loc)
+ self.language = language
+ self.old = old
+ self.new = new
+
+ def diff_info(self):
+ return (TranslateString,)
+
+ def execute(self):
+ next_node(self.__next__)
+ renpy.translation.add_string_translation(self.language, self.old, self.new)
+
+class TranslatePython(Node):
+
+ __slots__ = [
+ 'language',
+ 'code',
+ ]
+
+ def __init__(self, loc, language, python_code):
+ """
+ @param code: A PyCode object.
+
+ @param hide: If True, the code will be executed with its
+ own local dictionary.
+ """
+
+ super(TranslatePython, self).__init__(loc)
+
+ self.language = language
+ self.code = PyCode(python_code, loc=loc, mode='exec')
+
+ def diff_info(self):
+ return (TranslatePython, self.code.source)
+
+ def execute(self):
+ next_node(self.__next__)
+
+ # def early_execute(self):
+ # renpy.python.create_store(self.store)
+ # renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
+
+
diff --git a/ast2json/renpy/atl.py b/ast2json/renpy/atl.py
new file mode 100644
index 0000000..a321e6b
--- /dev/null
+++ b/ast2json/renpy/atl.py
@@ -0,0 +1,1544 @@
+# Copyright 2004-2013 Tom Rothamel <pytom@bishoujo.us>
+#
+# Permission is hereby granted, free of charge, to any person
+# obtaining a copy of this software and associated documentation files
+# (the "Software"), to deal in the Software without restriction,
+# including without limitation the rights to use, copy, modify, merge,
+# publish, distribute, sublicense, and/or sell copies of the Software,
+# and to permit persons to whom the Software is furnished to do so,
+# subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be
+# included in all copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+import renpy
+import random
+
+def compiling(loc):
+ file, number = loc #@ReservedAssignment
+
+ renpy.game.exception_info = "Compiling ATL code at %s:%d" % (file, number)
+
+def executing(loc):
+ file, number = loc #@ReservedAssignment
+
+ renpy.game.exception_info = "Executing ATL code at %s:%d" % (file, number)
+
+
+# A map from the name of a time warp function to the function itself.
+warpers = { }
+
+def atl_warper(f):
+ name = f.__name__
+ warpers[name] = f
+ return f
+
+# The pause warper is used internally when no other warper is
+# specified.
+@atl_warper
+def pause(t):
+ if t < 1.0:
+ return 0.0
+ else:
+ return 1.0
+
+position = object()
+
+# A dictionary giving property names and the corresponding default
+# values.
+PROPERTIES = {
+ "pos" : (position, position),
+ "xpos" : position,
+ "ypos" : position,
+ "anchor" : (position, position),
+ "xanchor" : position,
+ "yanchor" : position,
+ "xaround" : position,
+ "yaround" : position,
+ "xanchoraround" : float,
+ "yanchoraround" : float,
+ "align" : (float, float),
+ "xalign" : float,
+ "yalign" : float,
+ "rotate" : float,
+ "rotate_pad" : bool,
+ "transform_anchor" : bool,
+ "xzoom" : float,
+ "yzoom" : float,
+ "zoom" : float,
+ "alpha" : float,
+ "around" : (position, position),
+ "alignaround" : (float, float),
+ "angle" : float,
+ "radius" : float,
+ "crop" : (float, float, float, float),
+ "size" : (int, int),
+ "corner1" : (float, float),
+ "corner2" : (float, float),
+ "subpixel" : bool,
+ "delay" : float,
+ "xoffset" : float,
+ "yoffset" : float,
+ "offset" : (int, int),
+ "xcenter" : position,
+ "ycenter" : position,
+ }
+
+
+def correct_type(v, b, ty):
+ """
+ Corrects the type of v to match ty. b is used to inform the match.
+ """
+
+ if ty is position:
+ if v is None:
+ return None
+ else:
+ return type(b)(v)
+ else:
+ return ty(v)
+
+
+def interpolate(t, a, b, type): #@ReservedAssignment
+ """
+ Linearly interpolate the arguments.
+ """
+
+ if t >= 1.0:
+ return b
+
+ # Recurse into tuples.
+ if isinstance(b, tuple):
+ if a is None:
+ a = [ None ] * len(b)
+
+ return tuple(interpolate(t, i, j, ty) for i, j, ty in zip(a, b, type))
+
+ # Deal with booleans, nones, etc.
+ elif b is None or isinstance(b, bool):
+ if t >= 1.0:
+ return b
+ else:
+ return a
+
+ # Interpolate everything else.
+ else:
+ if a is None:
+ a = 0
+
+ return correct_type(a + t * (b - a), b, type)
+
+# Interpolate the value of a spline. This code is based on Aenakume's code,
+# from 00splines.rpy.
+def interpolate_spline(t, spline):
+
+ if isinstance(spline[-1], tuple):
+ return tuple(interpolate_spline(t, i) for i in zip(*spline))
+
+ if spline[0] is None:
+ return spline[-1]
+
+ if len(spline) == 2:
+ t_p = 1.0 - t
+
+ rv = t_p * spline[0] + t * spline[-1]
+
+ elif len(spline) == 3:
+ t_pp = (1.0 - t)**2
+ t_p = 2 * t * (1.0 - t)
+ t2 = t**2
+
+ rv = t_pp * spline[0] + t_p * spline[1] + t2 * spline[2]
+
+ elif len(spline) == 4:
+
+ t_ppp = (1.0 - t)**3
+ t_pp = 3 * t * (1.0 - t)**2
+ t_p = 3 * t**2 * (1.0 - t)
+ t3 = t**3
+
+ rv = t_ppp * spline[0] + t_pp * spline[1] + t_p * spline[2] + t3 * spline[3]
+
+ else:
+ raise Exception("ATL can't interpolate splines of length %d." % len(spline))
+
+ return correct_type(rv, spline[-1], position)
+
+
+# This is the context used when compiling an ATL statement. It stores the
+# scopes that are used to evaluate the various expressions in the statement,
+# and has a method to do the evaluation and return a result.
+class Context(object):
+ def __init__(self, context):
+ self.context = context
+
+ def eval(self, expr): #@ReservedAssignment
+ expr = renpy.python.escape_unicode(expr)
+ return eval(expr, renpy.store.__dict__, self.context) #@UndefinedVariable
+
+# This is intended to be subclassed by ATLTransform. It takes care of
+# managing ATL execution, which allows ATLTransform itself to not care
+# much about the contents of this file.
+class ATLTransformBase(renpy.object.Object):
+
+ # Compatibility with older saves.
+ parameters = renpy.ast.ParameterInfo([ ], [ ], None, None)
+
+ def __init__(self, atl, context, parameters):
+
+ # The constructor will be called by atltransform.
+
+ if parameters is None:
+ parameters = ATLTransformBase.parameters
+
+ # The parameters that we take.
+ self.parameters = parameters
+
+ # The raw code that makes up this ATL statement.
+ self.atl = atl
+
+ # The context in which execution occurs.
+ self.context = Context(context)
+
+ # The code after it has been compiled into a block.
+ self.block = None
+
+ # The properties of the block, if it contains only an
+ # Interpolation.
+ self.properties = None
+
+ # The state of the statement we are executing. As this can be
+ # shared between more than one object (in the case of a hide),
+ # the data must not be altered.
+ self.atl_state = None
+
+ # Are we done?
+ self.done = False
+
+ # The transform event we are going to process.
+ self.transform_event = None
+
+ # The transform event we last processed.
+ self.last_transform_event = None
+
+ # The child transform event we last processed.
+ self.last_child_transform_event = None
+
+ def take_execution_state(self, t):
+ """
+ Updates self to begin executing from the same point as t. This
+ requires that t.atl is self.atl.
+ """
+
+ super(ATLTransformBase, self).take_execution_state(t)
+
+ if t.atl is not self.atl:
+ return
+
+ self.done = t.done
+ self.block = t.block
+ self.atl_state = t.atl_state
+ self.transform_event = t.transform_event
+ self.last_transform_event = t.last_transform_event
+ self.last_child_transform_event = t.last_child_transform_event
+
+ self.st = t.st
+ self.at = t.at
+ self.st_offset = t.st_offset
+ self.at_offset = t.at_offset
+
+ if self.child is renpy.display.motion.null:
+ self.child = t.child
+
+
+ def __call__(self, *args, **kwargs):
+
+ context = self.context.context.copy()
+
+ for k, v in self.parameters.parameters:
+ if v is not None:
+ context[k] = renpy.python.py_eval(v)
+
+ positional = list(self.parameters.positional)
+ args = list(args)
+
+ child = None
+
+ if not positional and args:
+ child = args.pop(0)
+
+ # Handle positional arguments.
+ while positional and args:
+ name = positional.pop(0)
+ value = args.pop(0)
+
+ if name in kwargs:
+ raise Exception('Parameter %r is used as both a positional and keyword argument to a transition.' % name)
+
+ context[name] = value
+
+ if args:
+ raise Exception("Too many arguments passed to ATL transform.")
+
+ # Handle keyword arguments.
+ for k, v in kwargs.items():
+
+ if k in positional:
+ positional.remove(k)
+ context[k] = v
+ elif k in context:
+ context[k] = v
+ elif k == 'child':
+ child = v
+ else:
+ raise Exception('Parameter %r is not known by ATL Transform.' % k)
+
+ if child is None:
+ child = self.child
+
+ if child is None:
+ child = renpy.display.motion.get_null()
+
+ # Create a new ATL Transform.
+ parameters = renpy.ast.ParameterInfo({}, positional, None, None)
+
+ rv = renpy.display.motion.ATLTransform(
+ atl=self.atl,
+ child=child,
+ style=self.style_arg,
+ context=context,
+ parameters=parameters)
+
+ rv.take_state(self)
+
+ return rv
+
+
+ def compile(self): #@ReservedAssignment
+ """
+ Compiles the ATL code into a block. As necessary, updates the
+ properties.
+ """
+
+ if self.parameters.positional and self.parameters.positional[0][1] is None:
+ raise Exception("Cannot compile ATL Transform, as it's missing positional parameter %s." % self.parameters.positional[0])
+
+ old_exception_info = renpy.game.exception_info
+
+ self.block = self.atl.compile(self.context)
+
+ if len(self.block.statements) == 1 \
+ and isinstance(self.block.statements[0], Interpolation):
+
+ interp = self.block.statements[0]
+
+ if interp.duration == 0 and interp.properties:
+ self.properties = interp.properties[:]
+
+ renpy.game.exception_info = old_exception_info
+
+
+ def execute(self, trans, st, at):
+
+ if self.done:
+ return None
+
+ if not self.block:
+ self.compile()
+
+ # Propagate transform_events from children.
+ if self.child:
+ if self.child.transform_event != self.last_child_transform_event:
+ self.last_child_transform_event = self.child.transform_event
+ self.transform_event = self.child.transform_event
+
+ # Hide request.
+ if trans.hide_request:
+ self.transform_event = "hide"
+
+ if trans.replaced_request:
+ self.transform_event = "replaced"
+
+ # Notice transform events.
+ if self.transform_event != self.last_transform_event:
+ event = self.transform_event
+ self.last_transform_event = self.transform_event
+ else:
+ event = None
+
+ old_exception_info = renpy.game.exception_info
+
+ if self.atl.animation:
+ timebase = at
+ else:
+ timebase = st
+
+ action, arg, pause = self.block.execute(trans, timebase, self.atl_state, event)
+
+ renpy.game.exception_info = old_exception_info
+
+ # print "Executing", self, self.state, self.xpos, self.ypos
+
+ if action == "continue":
+ self.atl_state = arg
+ else:
+ self.done = True
+
+ return pause
+
+ def predict_one(self):
+ self.atl.predict(self.context)
+
+ def visit(self):
+ if not self.block:
+ self.compile()
+
+ return self.children + self.block.visit()
+
+
+# The base class for raw ATL statements.
+class RawStatement(renpy.object.Object):
+
+ def __init__(self, loc):
+ super(RawStatement, self).__init__()
+ self.loc = loc
+
+ # Compiles this RawStatement into a Statement, by using ctx to
+ # evaluate expressions as necessary.
+ def compile(self, ctx): #@ReservedAssignment
+ raise Exception("Compile not implemented.")
+
+ # Predicts the images used by this statement.
+ def predict(self, ctx):
+ return
+
+# The base class for compiled ATL Statements.
+class Statement(renpy.object.Object):
+
+ def __init__(self, loc):
+ super(Statement, self).__init__()
+ self.loc = loc
+
+ # trans is the transform we're working on.
+ # st is the time since this statement started executing.
+ # state is the state stored by this statement, or None if
+ # we've just started executing this statement.
+ # event is an event we're triggering.
+ #
+ # "continue", state, pause - Causes this statement to execute
+ # again, with the given state passed in the second time around.
+ #
+ #
+ # "next", timeleft, pause - Causes the next statement to execute,
+ # with timeleft being the amount of time left after this statement
+ # finished.
+ #
+ # "event", (name, timeleft), pause - Causes an event to be reported,
+ # and control to head up to the event handler.
+ #
+ # "repeat", (count, timeleft), pause - Causes the repeat behavior
+ # to occur.
+ #
+ # As the Repeat statement can only appear in a block, only Block
+ # needs to deal with the repeat behavior.
+ #
+ # Pause is the amount of time until execute should be called again,
+ # or None if there's no need to call execute ever again.
+ def execute(self, trans, st, state, event):
+ raise Exception("Not implemented.")
+
+ # Return a list of displayable children.
+ def visit(self):
+ return [ ]
+
+# This represents a Raw ATL block.
+class RawBlock(RawStatement):
+
+ # Should we use the animation timebase or the showing timebase?
+ animation = False
+
+ def __init__(self, loc, statements, animation):
+
+ super(RawBlock, self).__init__(loc)
+
+ # A list of RawStatements in this block.
+ self.statements = statements
+
+ self.animation = animation
+
+ def compile(self, ctx): #@ReservedAssignment
+ compiling(self.loc)
+
+ statements = [ i.compile(ctx) for i in self.statements ]
+
+ return Block(self.loc, statements)
+
+ def predict(self, ctx):
+ for i in self.statements:
+ i.predict(ctx)
+
+
+# A compiled ATL block.
+class Block(Statement):
+ def __init__(self, loc, statements):
+
+ super(Block, self).__init__(loc)
+
+ # A list of statements in the block.
+ self.statements = statements
+
+ # The start times of various statements.
+ self.times = [ ]
+
+ for i, s in enumerate(statements):
+ if isinstance(s, Time):
+ self.times.append((s.time, i + 1))
+
+ self.times.sort()
+
+ def execute(self, trans, st, state, event):
+
+ executing(self.loc)
+
+ # Unpack the state.
+ if state is not None:
+ index, start, loop_start, repeats, times, child_state = state
+ else:
+ index, start, loop_start, repeats, times, child_state = 0, 0, 0, 0, self.times[:], None
+
+ # What we might be returning.
+ action = "continue"
+ arg = None
+ pause = None
+
+ while action == "continue":
+
+ # Target is the time we're willing to execute to.
+ # Max_pause is how long we'll wait before executing again.
+
+ # If we have times queued up, then use them to inform target
+ # and time.
+ if times:
+ time, tindex = times[0]
+ target = min(time, st)
+ max_pause = time - target
+
+ # Otherwise, take the defaults.
+ else:
+ target = st
+ max_pause = 15
+
+ while True:
+
+ # If we've hit the last statement, it's the end of
+ # this block.
+ if index >= len(self.statements):
+ return "next", target - start, None
+
+
+ # Find the statement and try to run it.
+ stmt = self.statements[index]
+ action, arg, pause = stmt.execute(trans, target - start, child_state, event)
+
+ # On continue, persist our state.
+ if action == "continue":
+ if pause is None:
+ pause = max_pause
+
+ action, arg, pause = "continue", (index, start, loop_start, repeats, times, arg), min(max_pause, pause)
+ break
+
+ elif action == "event":
+ return action, arg, pause
+
+ # On next, advance to the next statement in the block.
+ elif action == "next":
+ index += 1
+ start = target - arg
+ child_state = None
+
+ # On repeat, either terminate the block, or go to
+ # the first statement.
+ elif action == "repeat":
+
+ count, arg = arg
+ loop_end = target - arg
+ duration = loop_end - loop_start
+
+ if duration <= 0:
+ raise Exception("ATL appears to be in an infinite loop.")
+
+ # Figure how many durations can occur between the
+ # start of the loop and now.
+ new_repeats = int((target - loop_start) / duration)
+
+ if count is not None:
+ if repeats + new_repeats >= count:
+ new_repeats = count - repeats
+ loop_start += new_repeats * duration
+ return "next", target - loop_start, None
+
+ repeats += new_repeats
+ loop_start = loop_start + new_repeats * duration
+ start = loop_start
+ index = 0
+ child_state = None
+
+ if times:
+ time, tindex = times[0]
+ if time <= target:
+ times.pop(0)
+
+ index = tindex
+ start = time
+ child_state = None
+
+ continue
+
+ return action, arg, pause
+
+ def visit(self):
+ return [ j for i in self.statements for j in i.visit() ]
+
+# This can become one of four things:
+#
+# - A pause.
+# - An interpolation (which optionally can also reference other
+# blocks, as long as they're not time-dependent, and have the same
+# arity as the interpolation).
+# - A call to another block.
+# - A command to change the image, perhaps with a transition.
+#
+# We won't decide which it is until runtime, as we need the
+# values of the variables here.
+class RawMultipurpose(RawStatement):
+
+ warp_function = None
+
+ def __init__(self, loc):
+
+ super(RawMultipurpose, self).__init__(loc)
+
+ self.warper = None
+ self.duration = None
+ self.properties = [ ]
+ self.expressions = [ ]
+ self.splines = [ ]
+ self.revolution = None
+ self.circles = "0"
+
+ def add_warper(self, name, duration, warp_function):
+ self.warper = name
+ self.duration = duration
+ self.warp_function = warp_function
+
+ def add_property(self, name, exprs):
+ self.properties.append((name, exprs))
+
+ def add_expression(self, expr, with_clause):
+ self.expressions.append((expr, with_clause))
+
+ def add_revolution(self, revolution):
+ self.revolution = revolution
+
+ def add_circles(self, circles):
+ self.circles = circles
+
+ def add_spline(self, name, exprs):
+ self.splines.append((name, exprs))
+
+ def compile(self, ctx): #@ReservedAssignment
+
+ compiling(self.loc)
+
+ # Figure out what kind of statement we have. If there's no
+ # interpolator, and no properties, than we have either a
+ # call, or a child statement.
+ if (self.warper is None and
+ self.warp_function is None and
+ not self.properties and
+ not self.splines and
+ len(self.expressions) == 1):
+
+ expr, withexpr = self.expressions[0]
+
+ child = ctx.eval(expr)
+ if withexpr:
+ transition = ctx.eval(withexpr)
+ else:
+ transition = None
+
+ if isinstance(child, (int, float)):
+ return Interpolation(self.loc, "pause", child, [ ], None, 0, [ ])
+
+ if isinstance(child, ATLTransformBase):
+ child.compile()
+ return child.block
+
+ else:
+ return Child(self.loc, child, transition)
+
+ compiling(self.loc)
+
+ # Otherwise, we probably have an interpolation statement.
+
+ if self.warp_function:
+ warper = ctx.eval(self.warp_function)
+ else:
+ warper = self.warper or "pause"
+
+ if warper not in warpers:
+ raise Exception("ATL Warper %s is unknown at runtime." % warper)
+
+ properties = [ ]
+
+ for name, expr in self.properties:
+ if name not in PROPERTIES:
+ raise Exception("ATL Property %s is unknown at runtime." % property)
+
+ value = ctx.eval(expr)
+ properties.append((name, value))
+
+ splines = [ ]
+
+ for name, exprs in self.splines:
+ if name not in PROPERTIES:
+ raise Exception("ATL Property %s is unknown at runtime." % property)
+
+ values = [ ctx.eval(i) for i in exprs ]
+
+ splines.append((name, values))
+
+ for expr, _with in self.expressions:
+ try:
+ value = ctx.eval(expr)
+ except:
+ raise Exception("Could not evaluate expression %r when compiling ATL." % expr)
+
+ if not isinstance(value, ATLTransformBase):
+ raise Exception("Expression %r is not an ATL transform, and so cannot be included in an ATL interpolation." % expr)
+
+ value.compile()
+
+ if value.properties is None:
+ raise Exception("ATL transform %r is too complicated to be included in interpolation." % expr)
+
+
+ properties.extend(value.properties)
+
+ duration = ctx.eval(self.duration)
+ circles = ctx.eval(self.circles)
+
+ return Interpolation(self.loc, warper, duration, properties, self.revolution, circles, splines)
+
+ def predict(self, ctx):
+
+ for i, _j in self.expressions:
+
+ try:
+ i = ctx.eval(i)
+ except:
+ continue
+
+ if isinstance(i, ATLTransformBase):
+ i.atl.predict(ctx)
+ return
+
+ try:
+ renpy.easy.predict(i)
+ except:
+ continue
+
+# This lets us have an ATL transform as our child.
+class RawContainsExpr(RawStatement):
+
+ def __init__(self, loc, expr):
+
+ super(RawContainsExpr, self).__init__(loc)
+
+ self.expression = expr
+
+ def compile(self, ctx): #@ReservedAssignment
+ compiling(self.loc)
+ child = ctx.eval(self.expression)
+ return Child(self.loc, child, None)
+
+
+# This allows us to have multiple children, inside a Fixed.
+class RawChild(RawStatement):
+
+ def __init__(self, loc, child):
+
+ super(RawChild, self).__init__(loc)
+
+ self.children = [ child ]
+
+ def compile(self, ctx): #@ReservedAssignment
+ box = renpy.display.layout.MultiBox(layout='fixed')
+
+ for i in self.children:
+ box.add(renpy.display.motion.ATLTransform(i, context=ctx.context))
+
+ return Child(self.loc, box, None)
+
+
+# This changes the child of this statement, optionally with a transition.
+class Child(Statement):
+
+ def __init__(self, loc, child, transition):
+
+ super(Child, self).__init__(loc)
+
+ self.child = renpy.easy.displayable(child)
+ self.transition = transition
+
+ def execute(self, trans, st, state, event):
+
+ executing(self.loc)
+
+ old_child = trans.raw_child
+
+ if (old_child is not None) and (old_child is not renpy.display.motion.null) and (self.transition is not None):
+ child = self.transition(old_widget=old_child,
+ new_widget=self.child)
+ else:
+ child = self.child
+
+ trans.set_child(child)
+ trans.raw_child = self.child
+
+ return "next", st, None
+
+ def visit(self):
+ return [ self.child ]
+
+
+# This causes interpolation to occur.
+class Interpolation(Statement):
+
+ def __init__(self, loc, warper, duration, properties, revolution, circles, splines):
+
+ super(Interpolation, self).__init__(loc)
+
+ self.warper = warper
+ self.duration = duration
+ self.properties = properties
+ self.splines = splines
+
+ # The direction we revolve in: cw, ccw, or None.
+ self.revolution = revolution
+
+ # The number of complete circles we make.
+ self.circles = circles
+
+ def execute(self, trans, st, state, event):
+
+ executing(self.loc)
+
+ warper = warpers.get(self.warper, self.warper)
+
+ if self.duration:
+ complete = min(1.0, st / self.duration)
+ else:
+ complete = 1.0
+
+ complete = warper(complete)
+
+ if state is None:
+
+ # Create a new transform state, and apply the property
+ # changes to it.
+ newts = renpy.display.motion.TransformState()
+ newts.take_state(trans.state)
+
+ for k, v in self.properties:
+ setattr(newts, k, v)
+
+ # Now, the things we change linearly are in the difference
+ # between the new and old states.
+ linear = trans.state.diff(newts)
+
+ revolution = None
+ splines = [ ]
+
+ # Clockwise revolution.
+ if self.revolution is not None:
+
+ # Remove various irrelevant motions.
+ for i in [ 'xpos', 'ypos',
+ 'xanchor', 'yanchor',
+ 'xaround', 'yaround',
+ 'xanchoraround', 'yanchoraround',
+ ]:
+
+ linear.pop(i, None)
+
+ if newts.xaround is not None:
+
+ # Ensure we rotate around the new point.
+ trans.state.xaround = newts.xaround
+ trans.state.yaround = newts.yaround
+ trans.state.xanchoraround = newts.xanchoraround
+ trans.state.yanchoraround = newts.yanchoraround
+
+ # Get the start and end angles and radii.
+ startangle = trans.state.angle
+ endangle = newts.angle
+ startradius = trans.state.radius
+ endradius = newts.radius
+
+ # Make sure the revolution is in the appropriate direction,
+ # and contains an appropriate number of circles.
+
+ if self.revolution == "clockwise":
+ if endangle < startangle:
+ startangle -= 360
+
+ startangle -= self.circles * 360
+
+ elif self.revolution == "counterclockwise":
+ if endangle > startangle:
+ startangle += 360
+
+ startangle += self.circles * 360
+
+ # Store the revolution.
+ revolution = (startangle, endangle, startradius, endradius)
+
+ # Figure out the splines.
+ for name, values in self.splines:
+ splines.append((name, [ getattr(trans.state, name) ] + values))
+
+ state = (linear, revolution, splines)
+
+ # Ensure that we set things, even if they don't actually
+ # change from the old state.
+ for k, v in self.properties:
+ if k not in linear:
+ setattr(trans.state, k, v)
+
+ else:
+ linear, revolution, splines = state
+
+ # Linearly interpolate between the things in linear.
+ for k, (old, new) in linear.items():
+ value = interpolate(complete, old, new, PROPERTIES[k])
+
+ setattr(trans.state, k, value)
+
+ # Handle the revolution.
+ if revolution is not None:
+ startangle, endangle, startradius, endradius = revolution
+ trans.state.angle = interpolate(complete, startangle, endangle, float)
+ trans.state.radius = interpolate(complete, startradius, endradius, float)
+
+
+ # Handle any splines we might have.
+ for name, values in splines:
+ value = interpolate_spline(complete, values)
+ setattr(trans.state, name, value)
+
+ if st >= self.duration:
+ return "next", st - self.duration, None
+ else:
+ if not self.properties and not self.revolution and not self.splines:
+ return "continue", state, self.duration - st
+ else:
+ return "continue", state, 0
+
+
+# Implementation of the repeat statement.
+class RawRepeat(RawStatement):
+
+ def __init__(self, loc, repeats):
+
+ super(RawRepeat, self).__init__(loc)
+
+ self.repeats = repeats
+
+ def compile(self, ctx): #@ReservedAssignment
+
+ compiling(self.loc)
+
+ repeats = self.repeats
+
+ if repeats is not None:
+ repeats = ctx.eval(repeats)
+
+ return Repeat(self.loc, repeats)
+
+class Repeat(Statement):
+
+ def __init__(self, loc, repeats):
+
+ super(Repeat, self).__init__(loc)
+
+ self.repeats = repeats
+
+ def execute(self, trans, st, state, event):
+ return "repeat", (self.repeats, st), 0
+
+
+# Parallel statement.
+
+class RawParallel(RawStatement):
+
+ def __init__(self, loc, block):
+
+ super(RawParallel, self).__init__(loc)
+ self.blocks = [ block ]
+
+ def compile(self, ctx): #@ReservedAssignment
+ return Parallel(self.loc, [i.compile(ctx) for i in self.blocks])
+
+ def predict(self, ctx):
+ for i in self.blocks:
+ i.predict(ctx)
+
+
+class Parallel(Statement):
+
+ def __init__(self, loc, blocks):
+ super(Parallel, self).__init__(loc)
+ self.blocks = blocks
+
+ def execute(self, trans, st, state, event):
+
+ executing(self.loc)
+
+ if state is None:
+ state = [ (i, None) for i in self.blocks ]
+
+ # The amount of time left after finishing this block.
+ left = [ ]
+
+ # The duration of the pause.
+ pauses = [ ]
+
+ # The new state structure.
+ newstate = [ ]
+
+ for i, istate in state:
+
+ action, arg, pause = i.execute(trans, st, istate, event)
+
+ if pause is not None:
+ pauses.append(pause)
+
+ if action == "continue":
+ newstate.append((i, arg))
+ elif action == "next":
+ left.append(arg)
+ elif action == "event":
+ return action, arg, pause
+
+ if newstate:
+ return "continue", newstate, min(pauses)
+ else:
+ return "next", min(left), None
+
+ def visit(self):
+ return [ j for i in self.blocks for j in i.visit() ]
+
+
+# The choice statement.
+
+class RawChoice(RawStatement):
+
+ def __init__(self, loc, chance, block):
+ super(RawChoice, self).__init__(loc)
+
+ self.choices = [ (chance, block) ]
+
+ def compile(self, ctx): #@ReservedAssignment
+ compiling(self.loc)
+ return Choice(self.loc, [ (ctx.eval(chance), block.compile(ctx)) for chance, block in self.choices])
+
+ def predict(self, ctx):
+ for _i, j in self.choices:
+ j.predict(ctx)
+
+class Choice(Statement):
+
+ def __init__(self, loc, choices):
+
+ super(Choice, self).__init__(loc)
+
+ self.choices = choices
+
+ def execute(self, trans, st, state, event):
+
+ executing(self.loc)
+
+ if state is None:
+
+ total = 0
+ for chance, choice in self.choices:
+ total += chance
+
+ n = random.uniform(0, total)
+
+ for chance, choice in self.choices:
+ if n < chance:
+ break
+ n -= chance
+
+ cstate = None
+
+ else:
+ choice, cstate = state
+
+ action, arg, pause = choice.execute(trans, st, cstate, event)
+
+ if action == "continue":
+ return "continue", (choice, arg), pause
+ else:
+ return action, arg, None
+
+ def visit(self):
+ return [ j for i in self.choices for j in i[1].visit() ]
+
+
+# The Time statement.
+
+class RawTime(RawStatement):
+
+ def __init__(self, loc, time):
+
+ super(RawTime, self).__init__(loc)
+ self.time = time
+
+ def compile(self, ctx): #@ReservedAssignment
+ compiling(self.loc)
+ return Time(self.loc, ctx.eval(self.time))
+
+class Time(Statement):
+
+ def __init__(self, loc, time):
+ super(Time, self).__init__(loc)
+
+ self.time = time
+
+ def execute(self, trans, st, state, event):
+ return "continue", None, None
+
+
+# The On statement.
+
+class RawOn(RawStatement):
+
+ def __init__(self, loc, name, block):
+ super(RawOn, self).__init__(loc)
+
+ self.handlers = { name : block }
+
+ def compile(self, ctx): #@ReservedAssignment
+
+ compiling(self.loc)
+
+ handlers = { }
+
+ for k, v in self.handlers.items():
+ handlers[k] = v.compile(ctx)
+
+ return On(self.loc, handlers)
+
+ def predict(self, ctx):
+ for i in self.handlers.values():
+ i.predict(ctx)
+
+class On(Statement):
+
+ def __init__(self, loc, handlers):
+ super(On, self).__init__(loc)
+
+ self.handlers = handlers
+
+ def execute(self, trans, st, state, event):
+
+ executing(self.loc)
+
+ # If it's our first time through, start in the start state.
+ if state is None:
+ name, start, cstate = ("start", st, None)
+ else:
+ name, start, cstate = state
+
+ # If we have an external event, and we have a handler for it,
+ # handle it.
+ if event in self.handlers:
+
+ # Do not allow people to abort the hide handler with another
+ # event.
+ if name != "hide":
+ name = event
+ start = st
+ cstate = None
+
+
+ while True:
+
+ # If we don't have a handler, return until we change event.
+ if name not in self.handlers:
+ return "continue", (name, start, cstate), None
+
+ action, arg, pause = self.handlers[name].execute(trans, st - start, cstate, event)
+
+ # If we get a continue, save our state.
+ if action == "continue":
+
+ # If it comes from a hide block, indicate that.
+ if name == "hide" or name == "replaced":
+ trans.hide_response = False
+ trans.replaced_response = False
+
+ return "continue", (name, start, arg), pause
+
+ # If we get a next, then try going to the default
+ # event, unless we're already in default, in which case we
+ # go to None.
+ elif action == "next":
+ if name == "default" or name == "hide" or name == "replaced":
+ name = None
+ else:
+ name = "default"
+
+ start = st - arg
+ cstate = None
+
+ continue
+
+ # If we get an event, then either handle it if we can, or
+ # pass it up the stack if we can't.
+ elif action == "event":
+
+ name, arg = arg
+
+ if name in self.handlers:
+ start = max(st - arg, st - 30)
+ cstate = None
+ continue
+
+ return "event", (name, arg), None
+
+ def visit(self):
+ return [ j for i in self.handlers.values() for j in i.visit() ]
+
+
+# Event statement.
+
+class RawEvent(RawStatement):
+
+ def __init__(self, loc, name):
+ super(RawEvent, self).__init__(loc)
+
+ self.name = name
+
+ def compile(self, ctx): #@ReservedAssignment
+ return Event(self.loc, self.name)
+
+
+class Event(Statement):
+
+ def __init__(self, loc, name):
+ super(Event, self).__init__(loc)
+
+ self.name = name
+
+ def execute(self, trans, st, state, event):
+ return "event", (self.name, st), None
+
+
+class RawFunction(RawStatement):
+
+ def __init__(self, loc, expr):
+ super(RawFunction, self).__init__(loc)
+
+ self.expr = expr
+
+ def compile(self, ctx): #@ReservedAssignment
+ compiling(self.loc)
+ return Function(self.loc, ctx.eval(self.expr))
+
+
+class Function(Statement):
+
+ def __init__(self, loc, function):
+ super(Function, self).__init__(loc)
+
+ self.function = function
+
+ def execute(self, trans, st, state, event):
+ fr = self.function(trans, st, trans.at)
+
+ if fr is not None:
+ return "continue", None, fr
+ else:
+ return "next", 0, None
+
+
+# This parses an ATL block.
+def parse_atl(l):
+
+ l.advance()
+ block_loc = l.get_location()
+
+ statements = [ ]
+
+ animation = False
+
+ while not l.eob:
+
+ loc = l.get_location()
+
+ if l.keyword('repeat'):
+
+ repeats = l.simple_expression()
+ statements.append(RawRepeat(loc, repeats))
+
+ elif l.keyword('block'):
+ l.require(':')
+ l.expect_eol()
+ l.expect_block('block')
+
+ block = parse_atl(l.subblock_lexer())
+ statements.append(block)
+
+ elif l.keyword('contains'):
+
+ expr = l.simple_expression()
+
+ if expr:
+
+ l.expect_noblock('contains expression')
+ statements.append(RawContainsExpr(loc, expr))
+
+ else:
+
+ l.require(':')
+ l.expect_eol()
+ l.expect_block('contains')
+
+ block = parse_atl(l.subblock_lexer())
+ statements.append(RawChild(loc, block))
+
+ elif l.keyword('parallel'):
+ l.require(':')
+ l.expect_eol()
+ l.expect_block('parallel')
+
+ block = parse_atl(l.subblock_lexer())
+ statements.append(RawParallel(loc, block))
+
+ elif l.keyword('choice'):
+
+ chance = l.simple_expression()
+ if not chance:
+ chance = "1.0"
+
+ l.require(':')
+ l.expect_eol()
+ l.expect_block('choice')
+
+ block = parse_atl(l.subblock_lexer())
+ statements.append(RawChoice(loc, chance, block))
+
+ elif l.keyword('on'):
+
+ name = l.require(l.word)
+
+ l.require(':')
+ l.expect_eol()
+ l.expect_block('on')
+
+ block = parse_atl(l.subblock_lexer())
+ statements.append(RawOn(loc, name, block))
+
+ elif l.keyword('time'):
+ time = l.require(l.simple_expression)
+ l.expect_noblock('time')
+
+ statements.append(RawTime(loc, time))
+
+ elif l.keyword('function'):
+ expr = l.require(l.simple_expression)
+ l.expect_noblock('function')
+
+ statements.append(RawFunction(loc, expr))
+
+ elif l.keyword('event'):
+ name = l.require(l.word)
+ l.expect_noblock('event')
+
+ statements.append(RawEvent(loc, name))
+
+ elif l.keyword('pass'):
+ l.expect_noblock('pass')
+ statements.append(None)
+
+ elif l.keyword('animation'):
+ l.expect_noblock('animation')
+ animation = True
+
+ else:
+
+ # If we can't assign it it a statement more specifically,
+ # we try to parse it into a RawMultipurpose. That will
+ # then be turned into another statement, as appropriate.
+
+ # The RawMultipurpose we add things to.
+ rm = renpy.atl.RawMultipurpose(loc)
+
+ # Is the last clause an expression?
+ last_expression = False
+
+ # Is this clause an expression?
+ this_expression = False
+
+ # First, look for a warper.
+ cp = l.checkpoint()
+ warper = l.name()
+
+
+ if warper in warpers:
+ duration = l.require(l.simple_expression)
+ warp_function = None
+
+ elif warper == "warp":
+
+ warper = None
+ warp_function = l.require(l.simple_expression)
+ duration = l.require(l.simple_expression)
+
+ else:
+ l.revert(cp)
+
+ warper = None
+ warp_function = None
+ duration = "0"
+
+ rm.add_warper(warper, duration, warp_function)
+
+ # Now, look for properties and simple_expressions.
+ while True:
+
+ # Update expression status.
+ last_expression = this_expression
+ this_expression = False
+
+ if l.keyword('pass'):
+ continue
+
+ # Parse revolution keywords.
+ if l.keyword('clockwise'):
+ rm.add_revolution('clockwise')
+ continue
+
+ if l.keyword('counterclockwise'):
+ rm.add_revolution('counterclockwise')
+ continue
+
+ if l.keyword('circles'):
+ expr = l.require(l.simple_expression)
+ rm.add_circles(expr)
+
+ # Try to parse a property.
+ cp = l.checkpoint()
+
+ prop = l.name()
+
+ if prop in PROPERTIES:
+
+ expr = l.require(l.simple_expression)
+
+ # We either have a property or a spline. It's the
+ # presence of knots that determine which one it is.
+
+ knots = [ ]
+
+ while l.keyword('knot'):
+ knots.append(l.require(l.simple_expression))
+
+ if knots:
+ knots.append(expr)
+ rm.add_spline(prop, knots)
+ else:
+ rm.add_property(prop, expr)
+
+ continue
+
+ # Otherwise, try to parse it as a simple expressoon,
+ # with an optional with clause.
+
+ l.revert(cp)
+
+ expr = l.simple_expression()
+
+ if not expr:
+ break
+
+ if last_expression:
+ l.error('ATL statement contains two expressions in a row; is one of them a misspelled property? If not, separate them with pass.')
+
+ this_expression = True
+
+ if l.keyword("with"):
+ with_expr = l.require(l.simple_expression)
+ else:
+ with_expr = None
+
+ rm.add_expression(expr, with_expr)
+
+ l.expect_noblock('ATL')
+
+ statements.append(rm)
+
+
+ if l.eol():
+ l.advance()
+ continue
+
+ l.require(",", "comma or end of line")
+
+
+ # Merge together statements that need to be merged together.
+
+ merged = [ ]
+ old = None
+
+ for new in statements:
+
+ if isinstance(old, RawParallel) and isinstance(new, RawParallel):
+ old.blocks.extend(new.blocks)
+ continue
+
+ elif isinstance(old, RawChoice) and isinstance(new, RawChoice):
+ old.choices.extend(new.choices)
+ continue
+
+ elif isinstance(old, RawChild) and isinstance(new, RawChild):
+ old.children.extend(new.children)
+ continue
+
+ elif isinstance(old, RawOn) and isinstance(new, RawOn):
+ old.handlers.update(new.handlers)
+ continue
+
+ # None is a pause statement, which gets skipped, but also
+ # prevents things from combining.
+ elif new is None:
+ old = new
+ continue
+
+ merged.append(new)
+ old = new
+
+ return RawBlock(block_loc, merged, animation)
diff --git a/ast2json/renpy/game.py b/ast2json/renpy/game.py
new file mode 100644
index 0000000..d46043f
--- /dev/null
+++ b/ast2json/renpy/game.py
@@ -0,0 +1,437 @@
+# Copyright 2004-2013 Tom Rothamel <pytom@bishoujo.us>
+#
+# Permission is hereby granted, free of charge, to any person
+# obtaining a copy of this software and associated documentation files
+# (the "Software"), to deal in the Software without restriction,
+# including without limitation the rights to use, copy, modify, merge,
+# publish, distribute, sublicense, and/or sell copies of the Software,
+# and to permit persons to whom the Software is furnished to do so,
+# subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be
+# included in all copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+# This module is intended to be used as a singleton object.
+# It's purpose is to store in one global all of the data that would
+# be to annoying to lug around otherwise.
+
+import renpy
+
+# The basepath.
+basepath = None
+
+# A list of paths that we search to load things. This is searched for
+# everything that can be loaded, before archives are used.
+searchpath = [ ]
+
+# The options that were read off the command line.
+args = None
+
+# The game's script.
+script = None
+
+# A stack of execution contexts.
+contexts = [ ]
+
+# The interface that the game uses to interact with the user.
+interface = None
+
+# Are we inside lint?
+lint = False
+
+# The RollbackLog that keeps track of changes to the game state
+# and to the store.
+log = None
+
+# Some useful additional information about program execution that
+# can be added to the exception.
+exception_info = ''
+
+# Used to store style information.
+style = None
+
+# The set of statements we've seen in this session.
+seen_session = { }
+
+# The set of statements we've ever seen.
+seen_ever = { }
+
+# True if we're in the first interaction after a rollback or rollforward.
+after_rollback = False
+
+# Code that's run after the init code.
+post_init = [ ]
+
+# Should we attempt to run in a mode that uses less memory?
+less_memory = False
+
+# Should we attempt to run in a mode that minimizes the number
+# of screen updates?
+less_updates = False
+
+# Should we never show the mouse?
+less_mouse = False
+
+# Should we not imagedissiolve?
+less_imagedissolve = False
+
+# The class that's used to hold the persistent data.
+class Persistent(object):
+
+ def __setstate__(self, data):
+ vars(self).update(data)
+
+ def __getstate__(self):
+ return vars(self)
+
+ # Undefined attributes return None.
+ def __getattr__(self, attr):
+ return None
+
+# The persistent data that's kept from session to session
+persistent = Persistent()
+
+class Preferences(renpy.object.Object):
+ """
+ Stores preferences that will one day be persisted.
+ """
+ __version__ = 5
+
+ def after_upgrade(self, version):
+ if version < 1:
+ self.mute_volumes = 0
+ if version < 2:
+ self.using_afm_enable = False
+ if version < 3:
+ self.physical_size = None
+ if version < 4:
+ self.renderer = "auto"
+ self.performance_test = True
+ if version < 5:
+ self.language = None
+
+ def __init__(self):
+ self.fullscreen = False
+ self.skip_unseen = False
+ self.text_cps = 0
+ self.afm_time = 0
+ self.afm_enable = True
+
+ # These will be going away soon.
+ self.sound = True
+ self.music = True
+
+ # 2 - All transitions.
+ # 1 - Only non-default transitions.
+ # 0 - No transitions.
+ self.transitions = 2
+
+ self.skip_after_choices = False
+
+ # Mixer channel info.
+
+ # A map from channel name to the current volume (between 0 and 1).
+ self.volumes = { }
+
+ # True if the channel should not play music. False
+ # otherwise. (Not used anymore.)
+ self.mute = { }
+
+ # Joystick mappings.
+ self.joymap = dict(
+ joy_left="Axis 0.0 Negative",
+ joy_right="Axis 0.0 Positive",
+ joy_up="Axis 0.1 Negative",
+ joy_down="Axis 0.1 Positive",
+ joy_dismiss="Button 0.0")
+
+ # The size of the window, or None if we don't know it yet.
+ self.physical_size = None
+
+ # The graphics renderer we use.
+ self.renderer = "auto"
+
+ # Should we do a performance test on startup?
+ self.performance_test = True
+
+ # The language we use for translations.
+ self.language = None
+
+ def set_volume(self, mixer, volume):
+ self.volumes[mixer] = volume
+
+ def get_volume(self, mixer):
+ return self.volumes.get(mixer, 0)
+
+ def set_mute(self, mixer, mute):
+ self.mute[mixer] = mute
+
+ def get_mute(self, mixer):
+ return self.mute[mixer]
+
+# The current preferences.
+preferences = Preferences()
+
+class RestartContext(Exception):
+ """
+ Restarts the current context. If `label` is given, calls that label
+ in the restarted context.
+ """
+
+ def __init__(self, label):
+ self.label = label
+
+class RestartTopContext(Exception):
+ """
+ Restarts the top context. If `label` is given, calls that label
+ in the restarted context.
+ """
+
+ def __init__(self, label):
+ self.label = label
+
+class FullRestartException(Exception):
+ """
+ An exception of this type forces a hard restart, completely
+ destroying the store and config and so on.
+ """
+
+ def __init__(self, reason="end_game"): # W0231
+ self.reason = reason
+
+class UtterRestartException(Exception):
+ """
+ An exception of this type forces an even harder restart, causing
+ Ren'Py and the script to be reloaded.
+ """
+
+class QuitException(Exception):
+ """
+ An exception of this class will let us force a safe quit, from
+ anywhere in the program.
+
+ `relaunch`
+ If given, the program will run another copy of itself, with the
+ same arguments.
+ """
+
+ def __init__(self, relaunch=False):
+ Exception.__init__(self)
+ self.relaunch = relaunch
+
+class JumpException(Exception):
+ """
+ This should be raised with a label as the only argument. This causes
+ the current statement to terminate, and execution to be transferred
+ to the named label.
+ """
+
+class JumpOutException(Exception):
+ """
+ This should be raised with a label as the only argument. This exits
+ the current context, and then raises a JumpException.
+ """
+
+class CallException(Exception):
+ """
+ Raise this exception to cause the current statement to terminate,
+ and control to be transferred to the named label.
+ """
+
+ def __init__(self, label, args, kwargs):
+ Exception.__init__(self)
+
+ self.label = label
+ self.args = args
+ self.kwargs = kwargs
+
+class EndReplay(Exception):
+ """
+ Raise this exception to end the current replay (the current call to
+ call_replay).
+ """
+
+class ParseErrorException(Exception):
+ """
+ This is raised when a parse error occurs, after it has been
+ reported to the user.
+ """
+
+# A tuple of exceptions that should not be caught by the
+# exception reporting mechanism.
+CONTROL_EXCEPTIONS = (
+ RestartContext,
+ RestartTopContext,
+ FullRestartException,
+ UtterRestartException,
+ QuitException,
+ JumpException,
+ JumpOutException,
+ CallException,
+ EndReplay,
+ ParseErrorException,
+ KeyboardInterrupt,
+ )
+
+
+def context(index=-1):
+ """
+ Return the current execution context, or the context at the
+ given index if one is specified.
+ """
+
+ return contexts[index]
+
+def invoke_in_new_context(callable, *args, **kwargs): #@ReservedAssignment
+ """
+ This pushes the current context, and invokes the given python
+ function in a new context. When that function returns or raises an
+ exception, it removes the new context, and restores the current
+ context.
+
+ Additional arguments and keyword arguments are passed to the
+ callable.
+
+ Please note that the context so created cannot execute renpy
+ code. So exceptions that change the flow of renpy code (like
+ the one created by renpy.jump) cause this context to terminate,
+ and are handled by the next higher context.
+
+ If you want to execute renpy code from the function, you can call
+ it with renpy.call_in_new_context.
+
+ Use this to begin a second interaction with the user while
+ inside an interaction.
+ """
+
+ context = renpy.execution.Context(False, contexts[-1], clear=True)
+ contexts.append(context)
+
+ if renpy.display.interface is not None:
+ renpy.display.interface.enter_context()
+
+ try:
+
+ return callable(*args, **kwargs)
+
+ except renpy.game.JumpOutException as e:
+
+ raise renpy.game.JumpException(e.args[0])
+
+ finally:
+
+ contexts.pop()
+ contexts[-1].do_deferred_rollback()
+
+ if interface.restart_interaction and contexts:
+ contexts[-1].scene_lists.focused = None
+
+
+
+def call_in_new_context(label, *args, **kwargs):
+ """
+ This code creates a new context, and starts executing code from
+ that label in the new context. Rollback is disabled in the
+ new context. (Actually, it will just bring you back to the
+ real context.)
+
+ Use this to begin a second interaction with the user while
+ inside an interaction.
+ """
+
+ context = renpy.execution.Context(False, contexts[-1], clear=True)
+ contexts.append(context)
+
+ if renpy.display.interface is not None:
+ renpy.display.interface.enter_context()
+
+ if args:
+ renpy.store._args = args
+ else:
+ renpy.store._args = None
+
+ if kwargs:
+ renpy.store._kwargs = renpy.python.RevertableDict(kwargs)
+ else:
+ renpy.store._kwargs = None
+
+ try:
+
+ context.goto_label(label)
+ renpy.execution.run_context(False)
+
+ rv = renpy.store._return #@UndefinedVariable
+
+ return rv
+
+ except renpy.game.JumpOutException as e:
+
+ raise renpy.game.JumpException(e.args[0])
+
+ finally:
+
+ contexts.pop()
+ contexts[-1].do_deferred_rollback()
+
+ if interface.restart_interaction and contexts:
+ contexts[-1].scene_lists.focused = None
+
+def call_replay(label, scope={}):
+ """
+ :doc: replay
+
+ Calls a label as a memory.
+
+ Keyword arguments are used to set the initial values of variables in the
+ memory context.
+ """
+
+ renpy.game.log.complete()
+
+ old_log = renpy.game.log
+ renpy.game.log = renpy.python.RollbackLog()
+
+ sb = renpy.python.StoreBackup()
+ renpy.python.clean_stores()
+
+ context = renpy.execution.Context(True)
+ contexts.append(context)
+
+ if renpy.display.interface is not None:
+ renpy.display.interface.enter_context()
+
+ for k, v in scope.items():
+ setattr(renpy.store, k, v)
+
+ renpy.store._in_replay = label
+
+ try:
+
+ context.goto_label("_start_replay")
+ renpy.execution.run_context(False)
+
+ except EndReplay:
+ pass
+
+ finally:
+ contexts.pop()
+ renpy.game.log = old_log
+ sb.restore()
+
+ if interface.restart_interaction and contexts:
+ contexts[-1].scene_lists.focused = None
+
+
+# Type information.
+if False:
+ script = renpy.script.Script()
+ interface = renpy.display.core.Interface()
+ log = renpy.python.RollbackLog()
diff --git a/ast2json/renpy/object.py b/ast2json/renpy/object.py
new file mode 100644
index 0000000..c595e8c
--- /dev/null
+++ b/ast2json/renpy/object.py
@@ -0,0 +1,60 @@
+# Copyright 2004-2013 Tom Rothamel <pytom@bishoujo.us>
+#
+# Permission is hereby granted, free of charge, to any person
+# obtaining a copy of this software and associated documentation files
+# (the "Software"), to deal in the Software without restriction,
+# including without limitation the rights to use, copy, modify, merge,
+# publish, distribute, sublicense, and/or sell copies of the Software,
+# and to permit persons to whom the Software is furnished to do so,
+# subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be
+# included in all copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+class Object(object):
+ """
+ Our own base class. Contains methods to simplify serialization.
+ """
+
+ __version__ = 0
+
+ nosave = [ ]
+
+ def __getstate__(self):
+ rv = vars(self).copy()
+
+ for f in self.nosave:
+ if f in rv:
+ del rv[f]
+
+
+ rv["__version__"] = self.__version__
+
+ return rv
+
+
+ # None, to prevent this from being called when unnecessary.
+ after_setstate = None
+
+ def __setstate__(self, new_dict):
+
+ version = new_dict.pop("__version__", 0)
+
+ self.__dict__.update(new_dict)
+
+ if version != self.__version__:
+ self.after_upgrade(version) # E1101
+
+ if self.after_setstate:
+ self.after_setstate() # E1102
+
+# We don't handle slots with this mechanism, since the call to vars should
+# throw an error.