msagent.js: Parse character info

msagent.js can now parse the character section of a ACS file fully.

This also adds a testbed thing. Later on it will display individual frames
and animations for debugging before the full character API is ready.
For now, it just has a file input for dumping ACS files into so we can debug
reading of the data.
This commit is contained in:
Lily Tsuru 2024-07-03 06:00:16 -04:00
parent ba3ce91410
commit 2c8793a796
7 changed files with 504 additions and 2 deletions

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117
msagent.js/src/buffer.ts Normal file
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// This is more a utility thing but it will more than likely only ever
// be used in the msagent.js code so /shrug
export enum SeekDir {
BEG = 0,
CUR = 1,
END = 2
};
// A helper over DataView to make it more ergonomic for parsing file data.
export class BufferStream {
private bufferImpl: Uint8Array;
private dataView: DataView;
private readPointer: number = 0;
constructor(buffer: Uint8Array, byteOffset?: number) {
this.bufferImpl = buffer;
this.dataView = new DataView(this.bufferImpl.buffer, byteOffset);
}
seek(where: number, whence: SeekDir) {
switch(whence) {
case SeekDir.BEG:
this.readPointer = where;
break;
case SeekDir.CUR:
this.readPointer += where;
break;
case SeekDir.END:
if(where > 0)
throw new Error("Cannot use SeekDir.END with where greater than 0");
this.readPointer = this.bufferImpl.length + whence;
break;
}
return this.readPointer;
}
tell() { return this.seek(0, SeekDir.CUR); }
// common impl function for read*()
private readImpl<T>(func: (this: DataView, offset: number, le?: boolean|undefined) => T, size: number, le?: boolean|undefined) {
let res = func.call(this.dataView, this.readPointer, le);
this.readPointer += size;
return res;
}
// Creates a view of a part of the buffer.
// THIS DOES NOT DEEP COPY!
subBuffer(len: number) {
let oldReadPointer = this.readPointer;
let buffer = this.bufferImpl.subarray(oldReadPointer, oldReadPointer + len);
this.readPointer += len;
return new BufferStream(buffer, oldReadPointer);
}
readS8() { return this.readImpl(DataView.prototype.getInt8, 1); }
readU8() { return this.readImpl(DataView.prototype.getUint8, 1); }
readS16LE() { return this.readImpl(DataView.prototype.getInt16, 2, true); }
readS16BE() { return this.readImpl(DataView.prototype.getInt16, 2, false); }
readU16LE() { return this.readImpl(DataView.prototype.getUint16, 2, true); }
readU16BE() { return this.readImpl(DataView.prototype.getUint16, 2, false); }
readS32LE() { return this.readImpl(DataView.prototype.getInt32, 4, true); }
readS32BE() { return this.readImpl(DataView.prototype.getInt32, 4, false); }
readU32LE() { return this.readImpl(DataView.prototype.getUint32, 4, true); }
readU32BE() { return this.readImpl(DataView.prototype.getUint32, 4, false); }
// converts easy!
readBool() : boolean {
let res = this.readU8();
return res != 0;
}
readString<TChar extends number>(len: number, charReader: (this: BufferStream) => TChar): string {
let str = "";
for(let i = 0; i < len; ++i)
str += String.fromCharCode(charReader.call(this));
// dispose of a nul terminator
charReader.call(this);
return str;
}
readPascalString(lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE, charReader: (this: BufferStream) => number = BufferStream.prototype.readU16LE) {
let len = lengthReader.call(this);
if(len == 0)
return "";
return this.readString(len, charReader);
}
readDataChunk(lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE) {
let len = lengthReader.call(this);
return this.subBuffer(len).raw();
}
// reads a counted list. The length reader is on the other end so you don't need to specify it
// (if it's u32)
readCountedList<TObject>(objReader: (stream: BufferStream) => TObject, lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE): TObject[] {
let len = lengthReader.call(this);
let arr: TObject[] = [];
for(let i = 0; i < len; ++i)
arr.push(objReader(this));
return arr;
}
raw() {
return this.bufferImpl;
}
}

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msagent.js/src/character.ts Normal file
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import { BufferStream, SeekDir } from "./buffer.js";
class GUID {
bytes: number[] = [];
static read(buffer: BufferStream) {
let guid = new GUID();
for(var i = 0; i < 16; ++i)
guid.bytes.push(buffer.readU8());
return guid;
}
};
class LOCATION {
offset: number = 0;
size: number = 0;
static read(buffer: BufferStream) {
let loc = new LOCATION();
loc.offset = buffer.readU32LE();
loc.size = buffer.readU32LE();
return loc;
}
};
class RGBAColor {
r = 0;
g = 0;
b = 0;
a = 0;
// does what it says on the tin
to_rgba(): number {
return (this.r << 24) | (this.g << 16) | (this.b << 8) | this.a;
}
static from_gdi_rgbquad(val: number, transparent: boolean = false) {
let quad = new RGBAColor();
// Extract individual RGB values from the RGBQUAD
// We ignore the last 8 bits because it is always left
// as 0x00 or if uncleared, just random garbage.
quad.r = (val & 0xff000000) >> 24;
quad.g = (val & 0x00ff0000) >> 16;
quad.b = (val & 0x0000ff00) >> 8;
if(transparent)
quad.a = 0;
else
quad.a = 255;
return quad;
}
static read(buffer: BufferStream, transparent: boolean = false) {
return RGBAColor.from_gdi_rgbquad(buffer.readU32LE(), transparent);
}
}
// DA doesn't test individual bits, but for brevity I do
enum AcsCharacterInfoFlags {
// This agent is configured for a given TTS.
VoiceOutput = (1 << 5),
// Could be a 2-bit value (where 01 = disable and 10 = enable)
// I wonder why.
WordBalloonDisabled = (1 << 8),
WordBalloonEnabled = (1 << 9),
// 16-18 are a 3-bit unsigned
// value which stores a inner set of
// bits to control the style of the wordballoon.
StandardAnimationSet = (1 << 20)
};
class AcsVoiceInfoExtraData {
langId = 0;
langDialect = "";
gender = 0;
age = 0;
style = "";
static read(buffer: BufferStream) {
let info = new AcsVoiceInfoExtraData();
info.langId = buffer.readU16LE();
info.langDialect = buffer.readPascalString();
info.gender = buffer.readU16LE();
info.age = buffer.readU16LE();
info.style = buffer.readPascalString();
return info;
}
};
class AcsVoiceInfo {
ttsEngineId = new GUID();
ttsModeId = new GUID();
speed = 0;
pitch = 0;
extraData: AcsVoiceInfoExtraData | null = null;
static read(buffer: BufferStream) {
let info = new AcsVoiceInfo();
info.ttsEngineId = GUID.read(buffer);
info.ttsModeId = GUID.read(buffer);
info.speed = buffer.readU32LE();
info.pitch = buffer.readU16LE();
// extraData member
if(buffer.readBool()) {
info.extraData = AcsVoiceInfoExtraData.read(buffer);
}
return info;
}
};
class AcsBalloonInfo {
nrTextLines = 0;
charsPerLine = 0;
foreColor = new RGBAColor();
backColor = new RGBAColor();
borderColor = new RGBAColor();
fontName = "";
fontHeight = 0;
fontWeight = 0;
italic = false;
unkFlag = false;
static read(buffer: BufferStream) {
let info = new AcsBalloonInfo();
info.nrTextLines = buffer.readU8();
info.charsPerLine = buffer.readU8();
info.foreColor = RGBAColor.read(buffer);
info.backColor = RGBAColor.read(buffer);
info.borderColor = RGBAColor.read(buffer);
info.fontName = buffer.readPascalString();
info.fontHeight = buffer.readS32LE();
info.fontWeight = buffer.readS32LE();
info.italic = buffer.readBool();
info.unkFlag = buffer.readBool();
return info;
}
};
class AcsTrayIcon {
monoBitmap: Uint8Array | null = null;
colorBitmap: Uint8Array | null = null;
static read(buffer: BufferStream) {
let icon = new AcsTrayIcon();
icon.monoBitmap = buffer.readDataChunk(BufferStream.prototype.readU32LE);
icon.colorBitmap = buffer.readDataChunk(BufferStream.prototype.readU32LE);
return icon;
}
}
class AcsStateInfo {
stateName = "";
animations : string[] = [];
static read(buffer: BufferStream) {
let info = new AcsStateInfo();
info.stateName = buffer.readPascalString();
info.animations = buffer.readCountedList(() => {
return buffer.readPascalString();
}, BufferStream.prototype.readU16LE);
return info;
}
}
class AcsLocalizedInfo {
langId = 0;
charName = "";
charDescription = "";
charExtraData = "";
static read(buffer: BufferStream) {
let info = new AcsLocalizedInfo();
info.langId = buffer.readU16LE();
info.charName = buffer.readPascalString();
info.charDescription = buffer.readPascalString();
info.charExtraData = buffer.readPascalString();
return info;
}
}
class AcsCharacterInfo {
minorVersion = 0;
majorVersion = 0;
localizationInfoListLocation = new LOCATION();
guid = new GUID();
charWidth = 0;
charHeight = 0;
// Color index in the palette for the transparent color
transparencyColorIndex = 0;
flags = 0;
animSetMajorVer = 0;
animSetMinorVer = 0;
voiceInfo : AcsVoiceInfo | null = null;
balloonInfo : AcsBalloonInfo | null = null;
// The color palette.
palette: RGBAColor[] = [];
trayIcon: AcsTrayIcon | null = null;
stateInfo: AcsStateInfo[] = [];
localizedInfo: AcsLocalizedInfo[] = [];
static read(buffer: BufferStream) {
let info = new AcsCharacterInfo();
info.minorVersion = buffer.readU16LE();
info.majorVersion = buffer.readU16LE();
info.localizationInfoListLocation = LOCATION.read(buffer);
info.guid = GUID.read(buffer);
info.charWidth = buffer.readU16LE();
info.charHeight = buffer.readU16LE();
info.transparencyColorIndex = buffer.readU8();
info.flags = buffer.readU32LE();
info.animSetMajorVer = buffer.readU16LE();
info.animSetMinorVer = buffer.readU16LE();
if((info.flags & AcsCharacterInfoFlags.VoiceOutput)) {
info.voiceInfo = AcsVoiceInfo.read(buffer);
}
if(
(info.flags & AcsCharacterInfoFlags.WordBalloonEnabled) &&
!(info.flags & AcsCharacterInfoFlags.WordBalloonDisabled)
) {
info.balloonInfo = AcsBalloonInfo.read(buffer);
}
info.palette = buffer.readCountedList(() => {
return RGBAColor.read(buffer);
});
// Tray icon
if(buffer.readBool() == true) {
info.trayIcon = AcsTrayIcon.read(buffer);
}
// this makes me wish type had sensible generics
// so this could be encoded in a type, like c++ or rust lol
info.stateInfo = buffer.readCountedList(() => {
return AcsStateInfo.read(buffer);
}, BufferStream.prototype.readU16LE);
if(info.localizationInfoListLocation.offset != 0) {
let lastOffset = buffer.tell();
buffer.seek(info.localizationInfoListLocation.offset, SeekDir.BEG);
info.localizedInfo = buffer.readCountedList(() => {
return AcsLocalizedInfo.read(buffer);
}, BufferStream.prototype.readU16LE)
buffer.seek(lastOffset, SeekDir.BEG);
}
return info;
}
}
function agentCharacterParseACS(buffer: BufferStream) {
let magic = buffer.readU32LE();
if(magic != 0xabcdabc3) {
throw new Error("This is not an ACS file.");
}
// Read the rest of the header.
let characterInfoLocation = LOCATION.read(buffer);
let animationInfoLocation = LOCATION.read(buffer);
let imageInfoLocation = LOCATION.read(buffer);
let audioInfoLocation = LOCATION.read(buffer);
console.log(characterInfoLocation.offset.toString(16));
// Read the character info in.
buffer.seek(characterInfoLocation.offset, SeekDir.BEG);
let characterInfo = AcsCharacterInfo.read(buffer);
console.log(characterInfo)
}
// For the testbed code only, remove when that gets axed
// (or don't, I'm not your dad)
export function agentParseCharacterTestbed(buffer: Uint8Array) {
return agentCharacterParseACS(new BufferStream(buffer));
}
// TODO this will be the public API
// Dunno about maintaining canvases. We can pass a div into agentInit and add a characterInit() which recieves it
// (which we then mount characters and their wordballoons into?)
export function agentCreateCharacter(data: Uint8Array) : Promise<void> {
throw new Error("Not implemented yet");
}

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import { wordballoonInit } from "./wordballoon.js"; import { wordballoonInit } from "./wordballoon.js";
export * from "./types.js"; export * from "./types.js";
export * from "./character.js";
export * from "./sprite.js"; export * from "./sprite.js";
export * from "./wordballoon.js"; export * from "./wordballoon.js";

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{ {
"name": "@msagent-chat/webapp", "name": "@msagent-chat/webapp",
"scripts": { "scripts": {
"build": "parcel build --no-source-maps --dist-dir dist --public-url '.' src/html/index.html", "build": "parcel build --no-source-maps --dist-dir dist --public-url '.' src/html/index.html src/html/testbed.html",
"serve": "parcel src/html/index.html", "serve": "parcel src/html/index.html src/html/testbed.html",
"clean": "run-script-os", "clean": "run-script-os",
"clean:darwin:linux": "rm -rf dist .parcel-cache", "clean:darwin:linux": "rm -rf dist .parcel-cache",
"clean:win32": "rd /s /q dist .parcel-cache" "clean:win32": "rd /s /q dist .parcel-cache"

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<!DOCTYPE html>
<html lang="en" prefix="og: https://ogp.me/ns#">
<head>
<title>MSAgent Chat - testbed</title>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<meta property="og:title" content="MSAgent Chat" />
<meta property="og:type" content="website" />
<meta property="og:site_name" content="Computernewb's Internet Pub Hub" />
<link rel="stylesheet" href="https://unpkg.com/98.css" />
<link type="text/css" rel="stylesheet" href="../css/style.css" />
<script type="module" src="../ts/testbed.ts"></script>
</head>
<body>
<div class="field-row-stacked" style="width: 200px">
<label for="testbed-input">ACS to test</label>
<input id="testbed-input" type="file" accept=".acs" />
</div>
</body>
</html>

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webapp/src/ts/testbed.ts Normal file
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// Testbed code
// This will go away when it isn't needed
import * as msagent from "@msagent-chat/msagent.js";
let input = document.getElementById("testbed-input") as HTMLInputElement;
input.addEventListener("change", async () => {
let buffer = await input.files![0].arrayBuffer();
console.log("About to parse character");
msagent.parseCharacterTestbed(new Uint8Array(buffer));
console.log("parsed character");
})
document.addEventListener("DOMContentLoaded", async () => {
await msagent.agentInit();
console.log("msagent initalized!");
})