parse animation data!

also clean up some offsetting stuff a bit, by adding a RAII-like utility that lets the code temporairly offset elsewhere.
This commit is contained in:
Lily Tsuru 2024-07-04 05:13:35 -04:00
parent 3718b508a5
commit 9d88e332f5
7 changed files with 603 additions and 348 deletions

View file

@ -68,7 +68,15 @@ export class BufferStream {
readU32LE() { return this.readImpl(DataView.prototype.getUint32, 4, true); }
readU32BE() { return this.readImpl(DataView.prototype.getUint32, 4, false); }
// converts easy!
// Use this for temporary offset modification, e.g: when reading
// a structure *pointed to* inside another structure.
withOffset(where: number, cb: () => void) {
let last = this.tell();
this.seek(where, SeekDir.BEG);
cb();
this.seek(last, SeekDir.BEG);
}
readBool() : boolean {
let res = this.readU8();
return res != 0;
@ -80,7 +88,8 @@ export class BufferStream {
for(let i = 0; i < len; ++i)
str += String.fromCharCode(charReader.call(this));
// dispose of a nul terminator
// dispose of a nul terminator. We don't support other bare Agent formats,
// so we shouldn't need to add the "support" for that.
charReader.call(this);
return str;
}
@ -93,9 +102,13 @@ export class BufferStream {
return this.readString(len, charReader);
}
readDataChunk(lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE) {
readDataChunkBuffer(lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE) {
let len = lengthReader.call(this);
return this.subBuffer(len).raw();
return this.subBuffer(len);
}
readDataChunk(lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE) {
return this.readDataChunkBuffer(lengthReader).raw();
}
// reads a counted list. The length reader is on the other end so you don't need to specify it
@ -103,6 +116,8 @@ export class BufferStream {
readCountedList<TObject>(objReader: (stream: BufferStream) => TObject, lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE): TObject[] {
let len = lengthReader.call(this);
let arr: TObject[] = [];
if(len == 0)
return arr;
for(let i = 0; i < len; ++i)
arr.push(objReader(this));

View file

@ -1,30 +1,50 @@
import { BufferStream, SeekDir } from "./buffer.js";
import { BufferStream, SeekDir } from './buffer.js';
import { LOCATION } from "./structs/core.js";
import { AcsCharacterInfo } from "./structs/character.js";
import { LOCATION } from './structs/core.js';
import { AcsCharacterInfo } from './structs/character.js';
import { AcsAnimationEntry } from './structs/animation.js';
// Experiment for storing parsed data
class AcsData {
characterInfo = new AcsCharacterInfo();
animInfo: AcsAnimationEntry[] = [];
}
function logOffset(o: number, name: string) {
let n = o >>> 0;
console.log(name, 'offset:', '0x' + n.toString(16));
}
function agentCharacterParseACS(buffer: BufferStream) {
let magic = buffer.readU32LE();
if(magic != 0xabcdabc3) {
throw new Error("This is not an ACS file.");
// Make sure the magic is correct for the ACS file.
if (buffer.readU32LE() != 0xabcdabc3) {
throw new Error('The provided data buffer does not contain valid ACS data.');
}
let acsData = new AcsData();
// 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));
logOffset(characterInfoLocation.offset, 'character info');
logOffset(animationInfoLocation.offset, 'animation info');
logOffset(imageInfoLocation.offset, 'image info');
logOffset(audioInfoLocation.offset, 'audio info');
// Read the character info in.
buffer.seek(characterInfoLocation.offset, SeekDir.BEG);
let characterInfo = AcsCharacterInfo.read(buffer);
console.log(characterInfo)
buffer.withOffset(characterInfoLocation.offset, () => {
acsData.characterInfo = AcsCharacterInfo.read(buffer);
});
// Read animation info
buffer.withOffset(animationInfoLocation.offset, () => {
acsData.animInfo = buffer.readCountedList(() => {
return AcsAnimationEntry.read(buffer);
});
});
console.log(acsData);
}
// For the testbed code only, remove when that gets axed
@ -37,5 +57,5 @@ export function agentParseCharacterTestbed(buffer: Uint8Array) {
// 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");
throw new Error('Not implemented yet');
}

View file

@ -1,4 +1,3 @@
// Please note that the "meaningless" shifts of 0 are to force
// the value to be a 32-bit integer. Do not remove them.
@ -24,24 +23,21 @@ export function compressDecompress(src: Uint8Array, dest: Uint8Array) {
let dv = new DataView(src.buffer, src.byteOffset, src.byteLength);
let putb = (b: number) => dest[destPtr++] = b;
let putb = (b: number) => (dest[destPtr++] = b);
// Make sure the bitstream is valid
if(src.length <= 7 || src[0] != 0)
return 0;
if (src.length <= 7 || src[0] != 0) return 0;
for (bitCount = 1; src[src.length - bitCount] == 0xff; bitCount++) {
if(bitCount > 6)
break;
if (bitCount > 6) break;
}
if(bitCount < 6)
return 0;
if (bitCount < 6) return 0;
bitCount = 0;
srcPtr += 5;
while((srcPtr < src.length) && (destPtr < dest.length)) {
while (srcPtr < src.length && destPtr < dest.length) {
let quad = dv.getUint32(srcPtr - 4, true);
if (quad & (1 << LOWORD(bitCount))) {
@ -51,35 +47,34 @@ export function compressDecompress(src: Uint8Array, dest: Uint8Array) {
if (quad & (1 << LOWORD(bitCount + 2))) {
if (quad & (1 << LOWORD(bitCount + 3))) {
quad >>= LOWORD(bitCount + 4);
quad &= 0x000FFFFF;
quad &= 0x000fffff;
// End of compressed bitstream
if(quad == 0x000FFFFF)
break;
if (quad == 0x000fffff) break;
quad += 4673;
bitCount += 24;
srcOffset = 2;
} else {
quad >>= LOWORD(bitCount + 4);
quad &= 0x0000FFF;
quad &= 0x0000fff;
quad += 577;
bitCount += 16;
}
} else {
quad >>= LOWORD(bitCount + 3);
quad &= 0x000001FF;
quad &= 0x000001ff;
quad += 65;
bitCount += 12;
}
} else {
quad >>= LOWORD(bitCount + 2);
quad &= 0x0000003F;
quad &= 0x0000003f;
quad += 1;
bitCount += 8;
}
srcPtr += (bitCount / 8);
srcPtr += bitCount / 8;
bitCount &= 7;
let runCount = 0;
let runLength = dv.getUint32(srcPtr - 4, true);
@ -87,8 +82,7 @@ export function compressDecompress(src: Uint8Array, dest: Uint8Array) {
while (runLength & (1 << LOWORD(bitCount + runCount))) {
runCount++;
if(runCount > 11)
break;
if (runCount > 11) break;
}
runLength >>= LOWORD(bitCount + runCount + 1);
@ -97,17 +91,15 @@ export function compressDecompress(src: Uint8Array, dest: Uint8Array) {
runLength += srcOffset;
bitCount = runCount * 2 + 1;
if(destPtr + runLength > dest.length)
break;
if (destPtr + runLength > dest.length) break;
while (runLength > 0) {
putb(dest[destPtr - quad]);
runLength--;
}
} else {
// a literal byte
quad >>= LOWORD(bitCount + 1)
quad >>= LOWORD(bitCount + 1);
bitCount += 9;
putb(LOBYTE(quad));
}

View file

@ -0,0 +1,13 @@
# Structs
This contains all the structures we read.
# How to use
Simple. Given a bufferstream that has been already set up, to read a structure, you just do
```typescript
let obj = TYPE.read(buffer);
```
and this will get you a instance of the read type. Easy as that!

View file

@ -0,0 +1,161 @@
import { BufferStream } from '../buffer';
import { LOCATION, RGNDATA } from './core';
export enum AcsAnimationTransitionType {
UseReturn = 0x0,
UseExitBranches = 0x1,
None = 0x2
}
export enum AcsAnimationOverlayType {
MouthClosed = 0x0,
MouthOpenWideShape1 = 0x1,
MouthOpenWideShape2 = 0x2,
MouthOpenWideShape3 = 0x3,
MouthOpenWideShape4 = 0x4,
MouthOpenMedium = 0x5,
MouthOpenNarror = 0x6
}
export class AcsFrameImage {
imageIndex = 0;
xOffset = 0;
yOffset = 0;
static read(buffer: BufferStream) {
let img = new AcsFrameImage();
img.imageIndex = buffer.readU32LE();
img.xOffset = buffer.readU16LE();
img.yOffset = buffer.readU16LE();
return img;
}
}
export class AcsBranchInfo {
branchFrameIndex = 0;
branchFrameProbability = 0;
static read(buffer: BufferStream) {
let bi = new AcsBranchInfo();
bi.branchFrameIndex = buffer.readU16LE();
bi.branchFrameProbability = buffer.readU16LE();
return bi;
}
}
export class AcsOverlayInfo {
overlayType = AcsAnimationOverlayType.MouthClosed;
replacesTopImage = false;
overlayImageIndex = 0;
xOffset = 0;
yOffset = 0;
width = 0;
height = 0;
regionData: RGNDATA | null = null;
static read(buffer: BufferStream) {
let info = new AcsOverlayInfo();
info.overlayType = buffer.readU8();
info.replacesTopImage = buffer.readBool();
info.overlayImageIndex = buffer.readU16LE();
// Some stuff we read but don't use
buffer.readU8();
let regionDataPresent = buffer.readBool();
info.xOffset = buffer.readS16LE();
info.yOffset = buffer.readS16LE();
info.width = buffer.readU16LE();
info.height = buffer.readU16LE();
if (regionDataPresent) {
let regionDataBuffer = buffer.readDataChunkBuffer();
info.regionData = RGNDATA.read(regionDataBuffer);
}
return info;
}
}
export class AcsAnimationFrameInfo {
// list type u16
images: AcsFrameImage[] = [];
// Currently unused, but this is the sound to play when this frame is played.
// This is used for sound effects. We could play them pretty easily, since
// the audio data is just WAV (and browsers support that fine).
// -1 means no sound should be played.
soundIndex = 0;
frameDuration = 0; // The duration of the frame in (1/100)th seconds.
nextFrame = 0; // -2 = animation has ended (although, I imagine this could be detected in better ways!)
branchInfo: AcsBranchInfo[] = [];
overlayInfo: AcsOverlayInfo[] = [];
static read(buffer: BufferStream) {
let info = new AcsAnimationFrameInfo();
info.images = buffer.readCountedList(() => {
return AcsFrameImage.read(buffer);
}, BufferStream.prototype.readU16LE);
info.soundIndex = buffer.readS16LE();
info.frameDuration = buffer.readU16LE();
info.nextFrame = buffer.readS16LE();
info.branchInfo = buffer.readCountedList(() => {
return AcsBranchInfo.read(buffer);
}, BufferStream.prototype.readU8);
info.overlayInfo = buffer.readCountedList(() => {
return AcsOverlayInfo.read(buffer);
}, BufferStream.prototype.readU8);
return info;
}
}
export class AcsAnimation {
name = '';
transitionType = AcsAnimationTransitionType.UseReturn;
returnName = '';
frameInfo: AcsAnimationFrameInfo[] = [];
static read(buffer: BufferStream) {
let anim = new AcsAnimation();
anim.name = buffer.readPascalString();
anim.transitionType = buffer.readU8();
anim.returnName = buffer.readPascalString();
anim.frameInfo = buffer.readCountedList(() => {
return AcsAnimationFrameInfo.read(buffer);
}, BufferStream.prototype.readU16LE);
return anim;
}
}
export class AcsAnimationEntry {
name = '';
animationData = new AcsAnimation();
static read(buffer: BufferStream) {
let data = new AcsAnimationEntry();
data.name = buffer.readPascalString();
// This is part of the in-file data, but for simplicity
// we read the data here and discard
let animDataLoc = LOCATION.read(buffer);
buffer.withOffset(animDataLoc.offset, () => {
data.animationData = AcsAnimation.read(buffer);
});
return data;
}
}

View file

@ -1,23 +1,23 @@
import { BufferStream, SeekDir } from "../buffer.js";
import { BufferStream, SeekDir } from '../buffer.js';
import { GUID, LOCATION, RGBAColor } from "./core.js";
import { GUID, LOCATION, RGBAColor } from './core.js';
// DA doesn't test individual bits, but for brevity I do
export enum AcsCharacterInfoFlags {
// This agent is configured for a given TTS.
VoiceOutput = (1 << 5),
VoiceOutput = 1 << 5,
// Could be a 2-bit value (where 01 = disable and 10 = enable)
// I wonder why.
WordBalloonDisabled = (1 << 8),
WordBalloonEnabled = (1 << 9),
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)
};
StandardAnimationSet = 1 << 20
}
export class AcsCharacterInfo {
minorVersion = 0;
@ -69,14 +69,11 @@ export class AcsCharacterInfo {
info.animSetMajorVer = buffer.readU16LE();
info.animSetMinorVer = buffer.readU16LE();
if((info.flags & AcsCharacterInfoFlags.VoiceOutput)) {
if (info.flags & AcsCharacterInfoFlags.VoiceOutput) {
info.voiceInfo = AcsVoiceInfo.read(buffer);
}
if(
(info.flags & AcsCharacterInfoFlags.WordBalloonEnabled) &&
!(info.flags & AcsCharacterInfoFlags.WordBalloonDisabled)
) {
if (info.flags & AcsCharacterInfoFlags.WordBalloonEnabled && !(info.flags & AcsCharacterInfoFlags.WordBalloonDisabled)) {
info.balloonInfo = AcsBalloonInfo.read(buffer);
}
@ -105,26 +102,23 @@ export class AcsCharacterInfo {
info.localizedInfo = buffer.readCountedList(() => {
return AcsLocalizedInfo.read(buffer);
}, BufferStream.prototype.readU16LE)
}, BufferStream.prototype.readU16LE);
buffer.seek(lastOffset, SeekDir.BEG);
}
return info;
}
}
export class AcsVoiceInfoExtraData {
langId = 0;
langDialect = "";
langDialect = '';
gender = 0;
age = 0;
style = "";
style = '';
static read(buffer: BufferStream) {
let info = new AcsVoiceInfoExtraData();
@ -140,7 +134,7 @@ export class AcsVoiceInfoExtraData {
return info;
}
};
}
export class AcsVoiceInfo {
ttsEngineId = new GUID();
@ -167,7 +161,7 @@ export class AcsVoiceInfo {
return info;
}
};
}
export class AcsBalloonInfo {
nrTextLines = 0;
@ -177,7 +171,7 @@ export class AcsBalloonInfo {
backColor = new RGBAColor();
borderColor = new RGBAColor();
fontName = "";
fontName = '';
fontHeight = 0;
fontWeight = 0;
@ -204,7 +198,7 @@ export class AcsBalloonInfo {
return info;
}
};
}
export class AcsTrayIcon {
monoBitmap: Uint8Array | null = null;
@ -219,7 +213,7 @@ export class AcsTrayIcon {
}
export class AcsStateInfo {
stateName = "";
stateName = '';
animations: string[] = [];
static read(buffer: BufferStream) {
@ -236,9 +230,9 @@ export class AcsStateInfo {
export class AcsLocalizedInfo {
langId = 0;
charName = "";
charDescription = "";
charExtraData = "";
charName = '';
charDescription = '';
charExtraData = '';
static read(buffer: BufferStream) {
let info = new AcsLocalizedInfo();

View file

@ -1,4 +1,63 @@
import { BufferStream, SeekDir } from "../buffer.js";
import { BufferStream, SeekDir } from '../buffer.js';
// Win32 Rect
export class RECT {
left = 0;
top = 0;
right = 0;
bottom = 0;
static read(buffer: BufferStream) {
let rect = new RECT();
rect.left = buffer.readU32LE();
rect.top = buffer.readU32LE();
rect.right = buffer.readU32LE();
rect.bottom = buffer.readU32LE();
return rect;
}
}
export class RGNDATAHEADER {
size = 0x20; // I think?
type = 1;
count = 0;
rgnSize = 0;
bound = new RECT();
static read(buffer: BufferStream) {
let hdr = new RGNDATAHEADER();
hdr.size = buffer.readU32LE();
//if(hdr.size != 0x20)
// throw new Error("Invalid RGNDATAHEADER!");
hdr.type = buffer.readU32LE();
if (hdr.type != 1) throw new Error('Invalid RGNDATAHEADER type!');
hdr.count = buffer.readU32LE();
hdr.rgnSize = buffer.readU32LE();
hdr.bound = RECT.read(buffer);
return hdr;
}
}
export class RGNDATA {
header = new RGNDATAHEADER();
rects: RECT[] = [];
static read(buffer: BufferStream) {
let region = new RGNDATA();
region.header = RGNDATAHEADER.read(buffer);
for (let i = 0; i < region.header.count; ++i) {
region.rects.push(RECT.read(buffer));
}
return region;
}
}
export class GUID {
bytes: number[] = [];
@ -6,12 +65,13 @@ export class GUID {
static read(buffer: BufferStream) {
let guid = new GUID();
for(var i = 0; i < 16; ++i)
for (var i = 0; i < 16; ++i) {
guid.bytes.push(buffer.readU8());
}
return guid;
}
};
}
export class LOCATION {
offset: number = 0;
@ -23,7 +83,7 @@ export class LOCATION {
loc.size = buffer.readU32LE();
return loc;
}
};
}
export class RGBAColor {
r = 0;