lexys-labyrinth/js/format-c2m.js

525 lines
19 KiB
JavaScript

import * as util from './format-util.js';
import TILE_TYPES from './tiletypes.js';
const CC2_DEMO_INPUT_MASK = {
drop: 0x01,
down: 0x02,
left: 0x04,
right: 0x08,
up: 0x10,
swap: 0x20,
cycle: 0x40,
};
class CC2Demo {
constructor(buf) {
this.buf = buf;
this.bytes = new Uint8Array(buf);
// byte 0 is unknown, always 0?
this.force_floor_seed = this.bytes[1];
this.blob_seed = this.bytes[2];
}
*[Symbol.iterator]() {
let l = this.bytes.length;
if (l % 2 === 0) {
l--;
}
let input = new Set;
let t = 0;
for (let p = 3; p < l; p += 2) {
// The first byte measures how long the /previous/ input remains
// valid, so yield that first. Note that this is measured in 60Hz
// frames, so we need to convert to 20Hz tics by subtracting 3
// frames at a time.
let delay = this.bytes[p];
if (delay === 0xff)
break;
t += delay;
while (t >= 3) {
t -= 3;
yield input;
}
let input_mask = this.bytes[p + 1];
let is_player_2 = ((input_mask & 0x80) !== 0);
// TODO handle player 2
if (is_player_2)
continue;
for (let [action, bit] of Object.entries(CC2_DEMO_INPUT_MASK)) {
if ((input_mask & bit) === 0) {
input.delete(action);
}
else {
input.add(action);
}
}
}
}
}
// TODO assert that direction + next match the tile types
const TILE_ENCODING = {
0x01: 'floor',
0x02: 'wall',
0x03: 'ice',
0x04: 'ice_sw',
0x05: 'ice_nw',
0x06: 'ice_ne',
0x07: 'ice_se',
0x08: 'water',
0x09: 'fire',
0x0a: 'force_floor_n',
0x0b: 'force_floor_e',
0x0c: 'force_floor_s',
0x0d: 'force_floor_w',
0x0e: 'green_wall',
0x0f: 'green_floor',
//0x10: 'teleport_red',
0x11: 'teleport_blue',
//0x12: 'teleport_yellow',
//0x13: 'teleport_green',
0x14: 'exit',
//0x15: 'slime',
0x16: ['player', '#direction', '#next'],
0x17: ['dirt_block', '#direction', '#next'],
0x18: ['walker', '#direction', '#next'],
0x19: ['glider', '#direction', '#next'],
0x1a: ['ice_block', '#direction', '#next'],
0x1b: ['thinwall_s', '#next'],
0x1c: ['thinwall_e', '#next'],
0x1d: ['thinwall_se', '#next'],
0x1e: 'gravel',
0x1f: 'button_green',
0x20: 'button_blue',
0x21: ['tank_blue', '#direction', '#next'],
0x22: 'door_red',
0x23: 'door_blue',
0x24: 'door_yellow',
0x25: 'door_green',
0x26: ['key_red', '#next'],
0x27: ['key_blue', '#next'],
0x28: ['key_yellow', '#next'],
0x29: ['key_green', '#next'],
0x2a: ['chip', '#next'],
0x2b: ['chip_extra', '#next'],
0x2c: 'socket',
0x2d: 'popwall',
0x2e: 'wall_appearing',
0x2f: 'wall_invisible',
0x30: 'fake_wall',
0x31: 'fake_floor',
0x32: 'dirt',
0x33: ['bug', '#direction', '#next'],
0x34: ['paramecium', '#direction', '#next'],
0x35: ['ball', '#direction', '#next'],
0x36: ['blob', '#direction', '#next'],
0x37: ['teeth', '#direction', '#next'],
0x38: ['fireball', '#direction', '#next'],
0x39: 'button_red',
0x3a: 'button_brown',
0x3b: ['cleats', '#next'],
0x3c: ['suction_boots', '#next'],
0x3d: ['fire_boots', '#next'],
0x3e: ['flippers', '#next'],
0x3f: 'thief_tools',
0x40: ['bomb', '#next'],
//0x41: Open trap (unused in main levels) :
0x42: 'trap',
0x43: 'cloner',
//0x44: Clone machine : Modifier required, see below
0x45: 'hint',
//0x46: 'force_floor_all',
// 0x47: 'button_gray',
0x48: ['swivel_sw', 'swivel_floor'],
0x49: ['swivel_nw', 'swivel_floor'],
0x4a: ['swivel_ne', 'swivel_floor'],
0x4b: ['swivel_se', 'swivel_floor'],
// 0x4c: Time bonus : '#next'
// 0x4d: Stopwatch : '#next'
// 0x4e: Transmogrifier :
// 0x4f: Railroad track (Modifier required, see section below) :
// 0x50: Steel wall :
// 0x51: Time bomb : '#next'
// 0x52: Helmet : '#next'
// 0x53: (Unused) : '#direction', '#next'
// 0x54: (Unused) :
// 0x55: (Unused) :
// 0x56: Melinda : '#direction', '#next'
// 0x57: Timid teeth : '#direction', '#next'
// 0x58: Explosion animation (unused in main levels) : '#direction', '#next'
// 0x59: Hiking boots : '#next'
// 0x5a: Male-only sign :
// 0x5b: Female-only sign :
// 0x5c: Inverter gate (N) : Modifier allows other gates, see below
// 0x5d: (Unused) : '#direction', '#next'
// 0x5e: Logic switch (ON) :
// 0x5f: Flame jet (OFF) :
// 0x60: Flame jet (ON) :
// 0x61: Orange button :
// 0x62: Lightning bolt : '#next'
// 0x63: Yellow tank : '#direction', '#next'
// 0x64: Yellow tank button :
// 0x65: Mirror Chip : '#direction', '#next'
// 0x66: Mirror Melinda : '#direction', '#next'
// 0x67: (Unused) :
// 0x68: Bowling ball : '#next'
// 0x69: Rover : '#direction', '#next'
// 0x6a: Time penalty : '#next'
// 0x6b: Custom floor (green) : Modifier allows other styles, see below
// 0x6c: (Unused) :
0x6d: ['#thinwall/canopy', '#next'],
// 0x6e: (Unused) :
// 0x6f: Railroad sign : '#next'
// 0x70: Custom wall (green) : Modifier allows other styles, see below
0x71: ['#mod8', 'floor_letter'],
// 0x72: Purple toggle wall :
// 0x73: Purple toggle floor :
// 0x74: (Unused) :
// 0x75: (Unused) :
0x76: ['#mod8', '#next'],
// 0x77: 16-bit Modifier (see Modifier section below) : 2 modifier bytes, Tile Specification for affected tile
// 0x78: 32-bit Modifier (see Modifier section below) : 4 modifier bytes, Tile Specification for affected tile
// 0x79: (Unused) : '#direction', '#next'
0x7a: ['score_10', '#next'],
0x7b: ['score_100', '#next'],
0x7c: ['score_1000', '#next'],
// 0x7d: Solid green wall :
// 0x7e: False green wall :
0x7f: ['forbidden', '#next'],
0x80: ['score_2x', '#next'],
// 0x81: Directional block : '#direction', Directional Arrows Bitmask, '#next'
// 0x82: Floor mimic : '#direction', '#next'
// 0x83: Green bomb : '#next'
// 0x84: Green chip : '#next'
// 0x85: (Unused) : '#next'
// 0x86: (Unused) : '#next'
// 0x87: Black button :
// 0x88: ON/OFF switch (OFF) :
// 0x89: ON/OFF switch (ON) :
0x8a: 'thief_keys',
// 0x8b: Ghost : '#direction', '#next'
// 0x8c: Steel foil : '#next'
0x8d: 'turtle',
// 0x8e: Secret eye : '#next'
// 0x8f: Thief bribe : '#next'
// 0x90: Speed boots : '#next'
// 0x91: (Unused) :
// 0x92: Hook : '#next'
};
// Decompress the little ad-hoc compression scheme used for both map data and
// solution playback
function decompress(buf) {
let decompressed_length = new DataView(buf).getUint16(0, true);
let out = new ArrayBuffer(decompressed_length);
let outbytes = new Uint8Array(out);
let bytes = new Uint8Array(buf);
let p = 2;
let q = 0;
while (p < buf.byteLength) {
let len = bytes[p];
p++;
if (len < 0x80) {
// Data block
outbytes.set(new Uint8Array(buf.slice(p, p + len)), q);
p += len;
q += len;
}
else {
// Back-reference block
len -= 0x80;
let offset = bytes[p];
p++;
// Can't use set + slice here because the copy can overlap and that
// doesn't work so great, so just do a regular loop and let the JIT
// deal with it
let start = q - offset;
for (let i = 0; i < len; i++) {
outbytes[q] = outbytes[start + i];
q++;
}
}
}
if (q !== decompressed_length)
throw new Error(`Expected to decode ${decompressed_length} bytes but got ${q} instead`);
return out;
}
export function parse_level(buf) {
let level = new util.StoredLevel;
let full_view = new DataView(buf);
let next_section_start = 0;
let extra_hints;
let hint_tiles = [];
while (next_section_start < buf.byteLength) {
// Read section header and length
let section_start = next_section_start;
let section_type = util.string_from_buffer_ascii(buf.slice(section_start, section_start + 4));
let section_length = full_view.getUint32(section_start + 4, true);
next_section_start = section_start + 8 + section_length;
if (next_section_start > buf.byteLength)
throw new Error(`Section at byte ${section_start} of type '${section_type}' extends ${buf.length - next_section_start} bytes past the end of the file`);
// This chunk marks the end of the file regardless
if (section_type === 'END ')
break;
if (section_type === 'CC2M' || section_type === 'LOCK' || section_type === 'VERS' ||
section_type === 'TITL' || section_type === 'AUTH' ||
section_type === 'CLUE' || section_type === 'NOTE')
{
// These are all singular strings (with a terminating NUL, for some reason)
// XXX character encoding??
let str = util.string_from_buffer_ascii(buf.slice(section_start + 8, next_section_start - 1)).replace(/\r\n/g, "\n");
// TODO store more of this, at least for idempotence, maybe
if (section_type === 'CC2M') {
// File version, doesn't seem interesting
}
else if (section_type === 'LOCK') {
// Unclear, seems to be a comment about the editor...?
}
else if (section_type === 'VERS') {
// Editor version which created this level
}
else if (section_type === 'TITL') {
// Level title
level.title = str;
}
else if (section_type === 'AUTH') {
// Author's name
level.author = str;
}
else if (section_type === 'CLUE') {
// Level hint
level.hint = str;
}
else if (section_type === 'NOTE') {
// Author's comments... but might also include multiple hints
// for levels with multiple hint tiles, delineated by [CLUE].
// For my purposes, extra hints are associated with the
// individual tiles, so we'll map those later
[level.comment, ...extra_hints] = str.split(/(?<=^|\n)\[CLUE\]\n/g);
}
continue;
}
let section_buf = buf.slice(section_start + 8, next_section_start);
let section_view = new DataView(buf, section_start + 8, section_length);
if (section_type === 'OPTN') {
// Level options, which may be truncated at any point
// TODO implement most of these
level.time_limit = section_view.getUint16(0, true);
// TODO 0 - 10x10, 1 - 9x9, 2 - split, otherwise unknown which needs handling
let viewport = section_view.getUint8(2, true);
if (viewport === 0) {
level.viewport_size = 10;
}
else if (viewport === 1) {
level.viewport_size = 9;
}
else if (viewport === 2) {
// FIXME this is split
level.viewport_size = 10;
}
else {
throw new Error(`Unrecognized viewport size option ${viewport}`);
}
if (section_view.byteLength <= 3)
continue;
//options.has_solution = section_view.getUint8(3, true);
if (section_view.byteLength <= 4)
continue;
//options.show_map_in_editor = section_view.getUint8(4, true);
if (section_view.byteLength <= 5)
continue;
//options.is_editable = section_view.getUint8(5, true);
if (section_view.byteLength <= 6)
continue;
//options.solution_hash = util.string_from_buffer_ascii(buf.slice(
//section_start + 6, section_start + 22));
if (section_view.byteLength <= 22)
continue;
//options.hide_logic = section_view.getUint8(22, true);
if (section_view.byteLength <= 23)
continue;
level.use_cc1_boots = section_view.getUint8(23, true);
if (section_view.byteLength <= 24)
continue;
//level.blob_behavior = section_view.getUint8(24, true);
}
else if (section_type === 'MAP ' || section_type === 'PACK') {
let data = section_buf;
if (section_type === 'PACK') {
data = decompress(data);
}
let bytes = new Uint8Array(data);
let width = bytes[0];
let height = bytes[1];
level.size_x = width;
level.size_y = height;
let p = 2;
function read_spec() {
let tile_byte = bytes[p];
p++;
if (tile_byte >= 0x77 && tile_byte <= 0x78) {
// XXX handle these modifier "tiles"
p += tile_byte - 0x75;
return [];
}
let spec = TILE_ENCODING[tile_byte];
if (! spec)
throw new Error(`Unrecognized tile type 0x${tile_byte.toString(16)}`);
let name;
let args = [];
if (spec instanceof Array) {
return spec;
}
else {
return [spec];
}
}
for (let n = 0; n < width * height; n++) {
let cell = new util.StoredCell;
while (true) {
let [name, ...args] = read_spec();
if (name === undefined) continue; // XXX modifier skip hack
// Deal with modifiers
let modifier;
if (name === '#mod8') {
if (args[0] !== '#next')
throw new Error(`Tile requires a preceding modifier`);
modifier = bytes[p];
p++;
let mod_marker;
[mod_marker, name, ...args] = read_spec();
if (mod_marker !== '#mod8')
throw new Error(`Expected a tile requiring a modifier`);
}
// Make a tile template, possibly dealing with some special cases
if (name === '#thinwall/canopy') {
// Thin walls and the canopy are combined into a single
// byte for some reason; split them apart here. Which
// ones we get is determined by a bitmask
let mask = bytes[p];
p++;
// This order is important; this is the order CC2 draws them in
if (mask & 0x10) {
cell.push({name: 'canopy'});
}
if (mask & 0x08) {
cell.push({name: 'thinwall_w'});
}
if (mask & 0x04) {
cell.push({name: 'thinwall_s'});
}
if (mask & 0x02) {
cell.push({name: 'thinwall_e'});
}
if (mask & 0x01) {
cell.push({name: 'thinwall_n'});
}
// Skip the rest of the loop. That means we don't
// handle any of the other special behavior below, but
// neither thin walls nor canopies should use any of
// it, so that's fine
continue;
}
let tile = {name, modifier};
cell.push(tile);
let type = TILE_TYPES[name];
if (!type) console.error(name);
if (type.is_required_chip) {
level.chips_required++;
}
if (type.is_hint) {
// Remember all the hint tiles (in reading order) so we
// can map extra hints to them later. Don't do it now,
// since the format doesn't technically guarantee that
// the metadata sections appear before the map data!
hint_tiles.push(tile);
}
// Handle extra arguments
let has_next = false;
for (let arg of args) {
if (arg === '#direction') {
let dirbyte = bytes[p];
p++;
let direction = ['north', 'east', 'south', 'west'][dirbyte];
if (! direction) {
console.warn(`'${name}' tile at ${n % width}, ${Math.floor(n / width)} has bogus direction byte ${dirbyte}; defaulting to south`);
direction = 'south';
}
tile.direction = direction;
}
else if (arg === '#next') {
has_next = true;
}
else {
// Anything else is an implicit next tile, e.g.
// turtles imply water underneath
cell.push({name: arg});
}
}
if (! has_next)
break;
}
cell.reverse();
level.linear_cells.push(cell);
}
}
else if (section_type === 'KEY ') {
}
else if (section_type === 'REPL' || section_type === 'PRPL') {
// "Replay", i.e. demo solution
let data = section_buf;
if (section_type === 'PRPL') {
data = decompress(data);
}
level.demo = new CC2Demo(data);
}
else if (section_type === 'RDNY') {
}
else if (section_type === 'END ') {
}
else {
console.warn(`Unrecognized section type '${section_type}' at offset ${section_start}`);
// TODO save it, persist when editing level
}
}
// Connect extra hints
let h = 0;
for (let tile of hint_tiles) {
if (h > extra_hints.length)
break;
tile.specific_hint = extra_hints[h];
h++;
}
return level;
}