lexys-labyrinth/js/format-c2g.js
2020-12-10 13:51:15 -07:00

1850 lines
54 KiB
JavaScript

import { DIRECTIONS, DIRECTION_ORDER } from './defs.js';
import * as format_base from './format-base.js';
import TILE_TYPES from './tiletypes.js';
import * as util from './util.js';
const CC2_DEMO_INPUT_MASK = {
drop: 0x01,
down: 0x02,
left: 0x04,
right: 0x08,
up: 0x10,
swap: 0x20,
cycle: 0x40,
};
class CC2Demo {
constructor(bytes) {
this.bytes = bytes;
// byte 0 is unknown, always 0?
// Force floor seed can apparently be anything; my best guess, based on the Desert Oasis
// replay, is that it's just incremented and allowed to overflow, so taking it mod 4 gives
// the correct starting direction
this.initial_force_floor_direction = ['north', 'east', 'south', 'west'][this.bytes[1] % 4];
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);
}
}
}
}
}
let modifier_wire = {
decode(tile, modifier) {
tile.wire_directions = modifier & 0x0f;
// TODO wait, what happens if you use wire tunnels on steel or something other than floor?
tile.wire_tunnel_directions = (modifier & 0xf0) >> 4;
},
encode(tile) {
return tile.wire_directions | (tile.wire_tunnel_directions << 4);
},
};
let arg_direction = {
size: 1,
decode(tile, dirbyte) {
let direction = ['north', 'east', 'south', 'west'][dirbyte & 0x03];
tile.direction = direction;
},
encode(tile) {
return {north: 0, east: 1, south: 2, west: 3}[tile.direction];
},
};
// TODO assert that direction + next match the tile types
const TILE_ENCODING = {
0x01: {
name: 'floor',
modifier: modifier_wire,
},
0x02: {
name: 'wall',
},
0x03: {
name: 'ice',
},
0x04: {
name: 'ice_sw',
},
0x05: {
name: 'ice_nw',
},
0x06: {
name: 'ice_ne',
},
0x07: {
name: 'ice_se',
},
0x08: {
name: 'water',
},
0x09: {
name: 'fire',
},
0x0a: {
name: 'force_floor_n',
},
0x0b: {
name: 'force_floor_e',
},
0x0c: {
name: 'force_floor_s',
},
0x0d: {
name: 'force_floor_w',
},
0x0e: {
name: 'green_wall',
},
0x0f: {
name: 'green_floor',
},
0x10: {
name: 'teleport_red',
modifier: modifier_wire,
},
0x11: {
name: 'teleport_blue',
modifier: modifier_wire,
},
0x12: {
name: 'teleport_yellow',
},
0x13: {
name: 'teleport_green',
},
0x14: {
name: 'exit',
},
0x15: {
name: 'slime',
},
0x16: {
name: 'player',
has_next: true,
extra_args: [arg_direction],
},
0x17: {
name: 'dirt_block',
has_next: true,
extra_args: [arg_direction],
},
0x18: {
name: 'walker',
has_next: true,
extra_args: [arg_direction],
},
0x19: {
name: 'glider',
has_next: true,
extra_args: [arg_direction],
},
0x1a: {
name: 'ice_block',
has_next: true,
extra_args: [arg_direction],
},
0x1b: {
name: 'thinwall_s',
has_next: true,
},
0x1c: {
name: 'thinwall_e',
has_next: true,
},
0x1d: {
name: 'thinwall_se',
has_next: true,
},
0x1e: {
name: 'gravel',
},
0x1f: {
name: 'button_green',
},
0x20: {
name: 'button_blue',
},
0x21: {
name: 'tank_blue',
has_next: true,
extra_args: [arg_direction],
},
0x22: {
name: 'door_red',
},
0x23: {
name: 'door_blue',
},
0x24: {
name: 'door_yellow',
},
0x25: {
name: 'door_green',
},
0x26: {
name: 'key_red',
has_next: true,
},
0x27: {
name: 'key_blue',
has_next: true,
},
0x28: {
name: 'key_yellow',
has_next: true,
},
0x29: {
name: 'key_green',
has_next: true,
},
0x2a: {
name: 'chip',
has_next: true,
},
0x2b: {
name: 'chip_extra',
has_next: true,
},
0x2c: {
name: 'socket',
},
0x2d: {
name: 'popwall',
},
0x2e: {
name: 'wall_appearing',
},
0x2f: {
name: 'wall_invisible',
},
0x30: {
name: 'fake_wall',
},
0x31: {
name: 'fake_floor',
},
0x32: {
name: 'dirt',
},
0x33: {
name: 'bug',
has_next: true,
extra_args: [arg_direction],
},
0x34: {
name: 'paramecium',
has_next: true,
extra_args: [arg_direction],
},
0x35: {
name: 'ball',
has_next: true,
extra_args: [arg_direction],
},
0x36: {
name: 'blob',
has_next: true,
extra_args: [arg_direction],
},
0x37: {
name: 'teeth',
has_next: true,
extra_args: [arg_direction],
},
0x38: {
name: 'fireball',
has_next: true,
extra_args: [arg_direction],
},
0x39: {
name: 'button_red',
},
0x3a: {
name: 'button_brown',
},
0x3b: {
name: 'cleats',
has_next: true,
},
0x3c: {
name: 'suction_boots',
has_next: true,
},
0x3d: {
name: 'fire_boots',
has_next: true,
},
0x3e: {
name: 'flippers',
has_next: true,
},
0x3f: {
name: 'thief_tools',
},
0x40: {
name: 'bomb',
has_next: true,
},
//0x41: Open trap (unused in main levels) :
0x42: {
name: 'trap',
},
0x43: {
name: 'cloner',
},
0x44: {
name: 'cloner',
// TODO visual directions bitmask, no gameplay impact, possible editor impact
modifier: null,
},
0x45: {
name: 'hint',
},
0x46: {
name: 'force_floor_all',
},
0x47: {
name: 'button_gray',
},
// FIXME swivel floors... argh...
0x48: {
name: 'swivel_sw',
},
0x49: {
name: 'swivel_nw',
},
0x4a: {
name: 'swivel_ne',
},
0x4b: {
name: 'swivel_se',
},
0x4c: {
name: 'stopwatch_bonus',
has_next: true,
},
0x4d: {
name: 'stopwatch_toggle',
has_next: true,
},
0x4e: {
name: 'transmogrifier',
modifier: modifier_wire,
},
0x4f: {
name: 'railroad',
modifier: {
_parts: ['ne', 'se', 'sw', 'ne', 'ew', 'ns'],
decode(tile, mask) {
// Leave the track parts alone as a bitmask; the type has a list of them
tile.tracks = mask & 0x3f;
// Check for a switch, which is a bit number in the above mask
if (mask & 0x40) {
tile.track_switch = (mask >> 8) & 0x0f;
}
else {
tile.track_switch = null;
}
// Initial actor facing is in the highest nybble
tile.entered_direction = (mask >> 12) & 0x03;
},
encode(tile) {
let ret = tile.tracks & 0x3f;
if (tile.track_switch !== null) {
ret |= 0x40;
ret |= tile.track_switch << 8;
}
if (tile.entered_direction) {
ret |= DIRECTION_ORDER.indexOf(tile.entered_direction) << 12;
}
return ret;
},
},
},
0x50: {
name: 'steel',
modifier: modifier_wire,
},
0x51: {
name: 'dynamite',
has_next: true,
},
0x52: {
name: 'helmet',
has_next: true,
},
0x56: {
name: 'player2',
has_next: true,
extra_args: [arg_direction],
},
0x57: {
name: 'teeth_timid',
has_next: true,
extra_args: [arg_direction],
},
0x58: {
// TODO??? unused in main levels -- name: '',
has_next: true,
extra_args: [arg_direction],
error: "Explosion animation is not implemented, sorry!",
},
0x59: {
name: 'hiking_boots',
has_next: true,
},
0x5a: {
name: 'no_player2_sign',
},
0x5b: {
name: 'no_player1_sign',
},
0x5c: {
name: 'logic_gate',
modifier: {
decode(tile, modifier) {
if (modifier >= 0x1e && modifier <= 0x27) {
// Counter, which can't be rotated
tile.direction = 'north';
tile.gate_type = 'counter';
tile.memory = modifier - 0x1e;
}
else {
tile.direction = ['north', 'east', 'south', 'west'][modifier & 0x03];
let type = modifier >> 2;
if (type < 6) {
tile.gate_type = ['not', 'and', 'or', 'xor', 'latch-cw', 'nand'][type];
}
else if (type === 16) {
tile.gate_type = 'latch-ccw';
}
else {
tile.gate_type = 'bogus';
}
}
},
encode(tile) {
let direction_offset = DIRECTIONS[tile.direction].index;
if (tile.gate_type === 'not') {
return 0 + direction_offset;
}
else if (tile.gate_type === 'and') {
return 4 + direction_offset;
}
else if (tile.gate_type === 'or') {
return 8 + direction_offset;
}
else if (tile.gate_type === 'xor') {
return 12 + direction_offset;
}
else if (tile.gate_type === 'latch-cw') {
return 16 + direction_offset;
}
else if (tile.gate_type === 'nand') {
return 20 + direction_offset;
}
else if (tile.gate_type === 'counter') {
return 30 + tile.memory;
}
else if (tile.gate_type === 'latch-ccw') {
return 64 + direction_offset;
}
else {
return 0xff;
}
},
},
},
0x5e: {
name: 'button_pink',
modifier: modifier_wire,
},
0x5f: {
name: 'flame_jet_off',
},
0x60: {
name: 'flame_jet_on',
},
0x61: {
name: 'button_orange',
},
0x62: {
name: 'lightning_bolt',
has_next: true,
},
0x63: {
name: 'tank_yellow',
has_next: true,
extra_args: [arg_direction],
},
0x64: {
name: 'button_yellow',
},
0x65: {
name: 'doppelganger1',
has_next: true,
extra_args: [arg_direction],
},
0x66: {
name: 'doppelganger2',
has_next: true,
extra_args: [arg_direction],
},
0x68: {
name: 'bowling_ball',
has_next: true,
},
0x69: {
name: 'rover',
has_next: true,
extra_args: [arg_direction],
},
0x6a: {
name: 'stopwatch_penalty',
has_next: true,
},
0x6b: {
name: ['floor_custom_green', 'floor_custom_pink', 'floor_custom_yellow', 'floor_custom_blue'],
},
0x6d: {
// TODO oh this one is probably gonna be hard
name: '#thinwall/canopy',
has_next: true,
},
0x6f: {
name: 'railroad_sign',
has_next: true,
},
0x70: {
name: ['wall_custom_green', 'wall_custom_pink', 'wall_custom_yellow', 'wall_custom_blue'],
},
0x71: {
name: 'floor_letter',
modifier: {
decode(tile, ascii_code) {
if (ascii_code < 28 || ascii_code >= 96) {
// Invalid
tile.overlaid_glyph = "?";
}
else if (ascii_code < 32) {
// Arrows are stored goofily
tile.overlaid_glyph = ["⬆", "➡", "⬇", "⬅"][ascii_code - 28];
}
else {
tile.overlaid_glyph = String.fromCharCode(ascii_code);
}
},
encode(tile) {
let arrow_index = ["⬆", "➡", "⬇", "⬅"].indexOf(tile.overlaid_glyph);
if (arrow_index >= 0) {
return arrow_index + 28;
}
return tile.overlaid_glyph.charCodeAt(0);
},
},
},
0x72: {
name: 'purple_floor',
},
0x73: {
name: 'purple_wall',
},
0x76: {
name: '#mod8',
},
0x77: {
name: '#mod16',
},
0x78: {
name: '#mod32',
},
0x7a: {
name: 'score_10',
has_next: true,
},
0x7b: {
name: 'score_100',
has_next: true,
},
0x7c: {
name: 'score_1000',
has_next: true,
},
0x7d: {
name: 'popdown_wall',
},
0x7e: {
name: 'popdown_floor',
},
0x7f: {
name: 'no_sign',
has_next: true,
},
0x80: {
name: 'score_2x',
has_next: true,
},
0x81: {
name: 'frame_block',
has_next: true,
extra_args: [
arg_direction,
{
size: 1,
decode(tile, mask) {
let arrows = new Set;
for (let [direction, info] of Object.entries(DIRECTIONS)) {
if (mask & info.bit) {
arrows.add(direction);
}
}
tile.arrows = arrows;
},
encode(tile) {
let bits = 0;
for (let direction of tile.arrows) {
bits |= DIRECTIONS[direction].bit;
}
return bits;
},
},
],
},
0x82: {
name: 'floor_mimic',
has_next: true,
extra_args: [arg_direction],
},
0x83: {
name: 'green_bomb',
has_next: true,
},
0x84: {
name: 'green_chip',
has_next: true,
},
0x87: {
name: 'button_black',
modifier: modifier_wire,
},
0x88: {
name: 'light_switch_off',
modifier: modifier_wire,
},
0x89: {
name: 'light_switch_on',
modifier: modifier_wire,
},
0x8a: {
name: 'thief_keys',
},
0x8b: {
name: 'ghost',
has_next: true,
extra_args: [arg_direction],
},
0x8c: {
name: 'foil',
has_next: true,
},
0x8d: {
name: 'turtle',
},
0x8e: {
name: 'xray_eye',
has_next: true,
},
0x8f: {
name: 'bribe',
has_next: true,
},
0x90: {
name: 'speed_boots',
has_next: true,
},
0x92: {
name: 'hook',
has_next: true,
},
// LL-specific tiles
0xe0: {
name: 'gift_bow',
has_next: true,
},
0xe1: {
name: 'circuit_block',
has_next: true,
modifier: modifier_wire,
extra_args: [arg_direction],
},
};
const REVERSE_TILE_ENCODING = {};
for (let [tile_byte, spec] of Object.entries(TILE_ENCODING)) {
spec.tile_byte = tile_byte;
if (spec.name instanceof Array) {
// Custom floor/wall
for (let [i, name] of spec.name.entries()) {
// Copy the spec with a hardcoded modifier
let new_spec = Object.assign({}, spec);
new_spec.name = name;
new_spec.modifier = {
encode(tile) {
return i;
},
};
REVERSE_TILE_ENCODING[name] = new_spec;
}
}
else {
REVERSE_TILE_ENCODING[spec.name] = spec;
}
}
// Read 1, 2, or 4 bytes from a DataView
function read_n_bytes(view, start, n) {
if (n === 1) {
return view.getUint8(start, true);
}
else if (n === 2) {
return view.getUint16(start, true);
}
else if (n === 4) {
return view.getUint32(start, true);
}
else {
throw new Error(`Can't read ${n} bytes`);
}
}
// Decompress the little ad-hoc compression scheme used for both map data and solution playback
function decompress(bytes) {
let decompressed_length = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength).getUint16(0, true);
let outbytes = new Uint8Array(decompressed_length);
let p = 2;
let q = 0;
while (p < bytes.length) {
let len = bytes[p];
p++;
if (len < 0x80) {
// Data block
outbytes.set(new Uint8Array(bytes.buffer, bytes.byteOffset + 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 outbytes;
}
// Iterates over a C2M file and yields: [section type, uint8 array view of the section]
function* read_c2m_sections(buf) {
let full_view = new DataView(buf);
let next_section_start = 0;
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, 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 util.LLError(`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, full stop; a lot of canonical files have garbage
// newlines afterwards and will fail to continue to parse beyond this point
if (section_type === 'END ')
return;
yield [section_type, new Uint8Array(buf, section_start + 8, section_length)];
}
}
export function parse_level_metadata(buf) {
let meta = {
title: null,
};
for (let [type, bytes] of read_c2m_sections(buf)) {
if (type === 'TITL') {
meta.title = util.string_from_buffer_ascii(bytes, 0, bytes.length - 1).replace(/\r\n/g, "\n");
// TODO anything else we want for now?
break;
}
}
return meta;
}
export function parse_level(buf, number = 1) {
if (ArrayBuffer.isView(buf)) {
buf = buf.buffer;
}
let level = new format_base.StoredLevel(number);
let extra_hints = [];
let hint_tiles = [];
for (let [type, bytes] of read_c2m_sections(buf)) {
if (type === 'CC2M' || type === 'LOCK' || type === 'VERS' ||
type === 'TITL' || type === 'AUTH' ||
type === 'CLUE' || type === 'NOTE')
{
// These are all singular strings (with a terminating NUL, for some reason)
// XXX character encoding??
let str = util.string_from_buffer_ascii(bytes, 0, bytes.length - 1).replace(/\r\n/g, "\n");
// TODO store more of this, at least for idempotence, maybe
if (type === 'CC2M') {
// File version, doesn't seem interesting
}
else if (type === 'LOCK') {
// Unclear, seems to be a comment about the editor...?
}
else if (type === 'VERS') {
// Editor version which created this level
}
else if (type === 'TITL') {
// Level title
level.title = str;
}
else if (type === 'AUTH') {
// Author's name
level.author = str;
}
else if (type === 'CLUE') {
// Level hint
level.hint = str;
}
else if (type === 'NOTE') {
// Author's comments... but might also include multiple hints for levels with
// multiple hint tiles, delineated by [CLUE] (anywhere in the line (!)).
// LL treats extra hints as tile properties, so store them for later
[level.comment, ...extra_hints] = str.split(/\n?^.*\[CLUE\].*$\n?/mg);
}
continue;
}
let view = new DataView(buf, bytes.byteOffset, bytes.byteLength);
if (type === 'OPTN') {
// Level options, which may be truncated at any point
// TODO implement most of these
level.time_limit = view.getUint16(0, true);
// TODO 0 - 10x10, 1 - 9x9, 2 - split, otherwise unknown which needs handling
// FIXME does this default to 0 if no OPTN block is present?
let viewport = 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 (view.byteLength <= 3)
continue;
//options.has_solution = view.getUint8(3, true);
if (view.byteLength <= 4)
continue;
//options.show_map_in_editor = view.getUint8(4, true);
if (view.byteLength <= 5)
continue;
//options.is_editable = view.getUint8(5, true);
if (view.byteLength <= 6)
continue;
//options.solution_hash = format_base.string_from_buffer_ascii(buf.slice(
//section_start + 6, section_start + 22));
if (view.byteLength <= 22)
continue;
//options.hide_logic = view.getUint8(22, true);
if (view.byteLength <= 23)
continue;
level.use_cc1_boots = view.getUint8(23, true);
if (view.byteLength <= 24)
continue;
level.blob_behavior = view.getUint8(24, true);
}
else if (type === 'MAP ' || type === 'PACK') {
if (type === 'PACK') {
bytes = decompress(bytes);
}
let map_view = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength);
let width = bytes[0];
let height = bytes[1];
level.size_x = width;
level.size_y = height;
let p = 2;
let n;
function read_spec() {
let tile_byte = bytes[p];
p++;
if (tile_byte === undefined)
throw new util.LLError(`Read past end of file in cell ${n}`);
let spec = TILE_ENCODING[tile_byte];
if (! spec)
throw new util.LLError(`Invalid tile type 0x${tile_byte.toString(16)}`);
if (spec.error)
throw new util.LLError(spec.error);
return spec;
}
for (n = 0; n < width * height; n++) {
let cell = new format_base.StoredCell;
while (true) {
let spec = read_spec();
// Deal with modifiers
let modifier = 0; // defaults to zero
if (spec.name === '#mod8' || spec.name === '#mod16' || spec.name === '#mod32') {
if (spec.name === '#mod8') {
modifier = bytes[p];
p++;
}
else if (spec.name === '#mod16') {
modifier = map_view.getUint16(p, true);
p += 2;
}
else if (spec.name === '#mod32') {
modifier = map_view.getUint32(p, true);
p += 4;
}
spec = read_spec();
if (! spec.modifier && ! (spec.name instanceof Array)) {
console.warn("Got unexpected modifier for tile:", spec.name);
}
}
let name = spec.name;
// Make a tile template, possibly dealing with some special cases
// FIXME restore this
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({type: TILE_TYPES['canopy']});
}
if (mask & 0x08) {
cell.push({type: TILE_TYPES['thinwall_w']});
}
if (mask & 0x04) {
cell.push({type: TILE_TYPES['thinwall_s']});
}
if (mask & 0x02) {
cell.push({type: TILE_TYPES['thinwall_e']});
}
if (mask & 0x01) {
cell.push({type: TILE_TYPES['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;
}
else if (name instanceof Array) {
// Custom floors and walls are one of several options, chosen by modifier
name = name[modifier];
}
let type = TILE_TYPES[name];
if (!type) console.error(name, spec);
let tile = {type};
cell.push(tile);
if (spec.modifier) {
spec.modifier.decode(tile, modifier);
}
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
if (spec.extra_args) {
for (let argspec of spec.extra_args) {
let arg = read_n_bytes(map_view, p, argspec.size);
p += argspec.size;
argspec.decode(tile, arg);
}
}
if (! spec.has_next)
break;
}
cell.reverse();
level.linear_cells.push(cell);
}
}
else if (type === 'KEY ') {
}
else if (type === 'REPL' || type === 'PRPL') {
// "Replay", i.e. demo solution
if (type === 'PRPL') {
bytes = decompress(bytes);
}
level.demo = new CC2Demo(bytes);
}
else if (type === 'RDNY') {
}
// TODO LL custom chunks, should distinguish somehow
else if (type === 'LXCM') {
// Camera regions
if (bytes.length % 4 !== 0)
throw new Error(`Expected LXCM chunk to be a multiple of 4 bytes; got ${bytes.length}`);
let p = 0;
while (p < bytes.length) {
let x = bytes[p + 0];
let y = bytes[p + 1];
let w = bytes[p + 2];
let h = bytes[p + 3];
// TODO validate? must be smaller than map?
level.camera_regions.push(new DOMRect(x, y, w, h));
p += 4;
}
}
else {
console.warn(`Unrecognized section type '${type}' at offset ${bytes.byteOffset}`);
// TODO save it, persist when editing level
}
}
// Connect extra hints
for (let [i, tile] of hint_tiles.entries()) {
if (i < extra_hints.length) {
tile.hint_text = extra_hints[i];
}
else {
// Fall back to regular hint
tile.hint_text = null;
}
}
return level;
}
// This thin wrapper is passed to StoredGame as the parser function
function _parse_level_from_stored_meta(meta) {
return parse_level(meta.bytes, meta.number);
}
// Write 1, 2, or 4 bytes to a DataView
function write_n_bytes(view, start, n, value) {
if (n === 1) {
view.setUint8(start, value, true);
}
else if (n === 2) {
view.setUint16(start, value, true);
}
else if (n === 4) {
view.setUint32(start, value, true);
}
else {
throw new Error(`Can't write ${n} bytes`);
}
}
// Compress map data or a replay, using an LZ77-esque scheme
function compress(buf) {
let bytes = new Uint8Array(buf);
// Can't be longer than the original; if it is, don't bother compressing!
let outbytes = new Uint8Array(buf.byteLength);
// First two bytes are uncompressed size
new DataView(outbytes.buffer).setUint16(0, buf.byteLength, true);
let p = 0;
let q = 2;
let pending_data_length = 0;
while (p < buf.byteLength) {
// Look back through the window (the previous 255 bytes, since that's the furthest back we
// can look) for a match that matches as much of the upcoming data as possible
let best_start = null;
let best_length = 0;
for (let b = Math.max(0, p - 255); b < p; b++) {
if (bytes[b] !== bytes[p])
continue;
// First byte matches; let's keep going and see how much else does, up to 127 max
let length = 1;
while (length < 127 && b + length < buf.byteLength) {
if (bytes[b + length] === bytes[p + length]) {
length++;
}
else {
break;
}
}
if (length > best_length) {
best_start = b;
best_length = length;
}
}
// If we found a match that's worth copying (i.e. shorter than just writing a data block),
// then do so
let do_copy = (best_length > 3);
// If we're not copying, add this byte to a pending data block /now/, so the next block can
// catch it if it happens to be the last byte
if (! do_copy) {
pending_data_length += 1;
p++;
}
// Write out any pending data block if necessary -- i.e. if we're about to write a copy
// block, if we're at the max size of a data block, or if this is the end of the data
if (pending_data_length > 0 &&
(do_copy || pending_data_length === 127 || p >= buf.byteLength))
{
outbytes[q] = pending_data_length;
q++;
for (let i = p - pending_data_length; i < p; i++) {
outbytes[q] = bytes[i];
q++;
}
pending_data_length = 0;
}
// Finally, do a copy
if (do_copy) {
outbytes[q] = 0x80 + best_length;
outbytes[q + 1] = p - best_start;
q += 2;
// Update p, noting that we might've done a copy into the future
p += best_length;
}
// If we ever exceed the uncompressed length, don't even bother
if (q > buf.byteLength) {
return null;
}
}
// FIXME don't love this slice
return outbytes.buffer.slice(0, q);
}
class C2M {
constructor() {
this._sections = []; // array of [name, arraybuffer]
}
add_section(name, buf) {
if (name.length !== 4) {
throw new Error(`Section names must be four characters, not '${name}'`);
}
if (typeof buf === 'string' || buf instanceof String) {
let str = buf;
// C2M also includes the trailing NUL
buf = new ArrayBuffer(str.length + 1);
let array = new Uint8Array(buf);
for (let i = 0, l = str.length; i < l; i++) {
array[i] = str.charCodeAt(i);
}
}
this._sections.push([name, buf]);
}
serialize() {
let parts = [];
let total_length = 0;
for (let [name, buf] of this._sections) {
total_length += buf.byteLength + 8;
}
let ret = new ArrayBuffer(total_length);
let array = new Uint8Array(ret);
let view = new DataView(ret);
let p = 0;
for (let [name, buf] of this._sections) {
// Write the header
for (let i = 0; i < 4; i++) {
view.setUint8(p + i, name.charCodeAt(i));
}
view.setUint32(p + 4, buf.byteLength, true);
p += 8;
// Copy in the section contents
array.set(new Uint8Array(buf), p);
p += buf.byteLength;
}
return ret;
}
}
export function synthesize_level(stored_level) {
let c2m = new C2M;
c2m.add_section('CC2M', '133');
if (stored_level.title) {
c2m.add_section('TITL', stored_level.title);
}
if (stored_level.author) {
c2m.add_section('AUTH', stored_level.author);
}
// Options block
let options = new Uint8Array(3);
new DataView(options.buffer).setUint16(0, stored_level.time_limit, true);
if (stored_level.viewport_size === 10) {
options[2] = 0;
}
else if (stored_level.viewport_size === 9) {
options[2] = 1;
}
// TODO split
// TODO for size purposes, omit the block entirely if all options are defaults?
c2m.add_section('OPTN', options);
// Store camera regions
// TODO LL feature, should be distinguished somehow
if (stored_level.camera_regions.length > 0) {
let bytes = new Uint8Array(4 * stored_level.camera_regions.length);
let p = 0;
for (let region of stored_level.camera_regions) {
bytes[p + 0] = region.x;
bytes[p + 1] = region.y;
bytes[p + 2] = region.width;
bytes[p + 3] = region.height;
p += 4;
}
c2m.add_section('LXCM', bytes.buffer);
}
// FIXME well this will not do
let map_bytes = new Uint8Array(4096);
let map_view = new DataView(map_bytes.buffer);
map_bytes[0] = stored_level.size_x;
map_bytes[1] = stored_level.size_y;
let hints = [];
let p = 2;
for (let cell of stored_level.linear_cells) {
for (let i = cell.length - 1; i >= 0; i--) {
let tile = cell[i];
// FIXME does not yet support canopy or thin walls >:S
let spec = REVERSE_TILE_ENCODING[tile.type.name];
if (spec.modifier) {
let mod = spec.modifier.encode(tile);
if (mod === 0) {
// Zero is optional; do nothing
}
else if (mod < 256) {
// Encode in one byte
map_bytes[p] = REVERSE_TILE_ENCODING['#mod8'].tile_byte;
map_bytes[p + 1] = mod;
p += 2;
}
else if (mod < 65536) {
// Encode in two bytes
map_bytes[p] = REVERSE_TILE_ENCODING['#mod16'].tile_byte;
map_view.setUint16(p + 1, mod, true);
p += 3;
}
else {
// Encode in four (!) bytes
map_bytes[p] = REVERSE_TILE_ENCODING['#mod32'].tile_byte;
map_view.setUint16(p + 1, mod, true);
p += 5;
}
}
map_bytes[p] = spec.tile_byte;
p++;
if (spec.extra_args) {
for (let argspec of spec.extra_args) {
let arg = argspec.encode(tile);
write_n_bytes(map_view, p, argspec.size, arg);
p += argspec.size;
}
}
if (tile.type.name === 'hint') {
hints.push(tile.hint_text);
}
// TODO assert that the bottom tile has no next, and all the others do
}
}
// Collect hints first so we can put them in the comment field
// FIXME this does not respect global hint, but then, neither does the editor.
hints = hints.map(hint => hint ?? '');
hints.push('');
hints.unshift('');
c2m.add_section('NOTE', hints.join('\n[CLUE]\n'));
// FIXME ack, ArrayBuffer.slice makes a copy actually! and i use it a lot in this file i think!!
let map_buf = map_bytes.buffer.slice(0, p);
let compressed_map = compress(map_buf);
if (compressed_map) {
c2m.add_section('PACK', compressed_map);
}
else {
c2m.add_section('MAP ', map_buf);
}
c2m.add_section('END ', '');
return c2m.serialize();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// C2G, the text format that stitches levels together into a game
// NOTE: C2G is surprisingly complicated for a game layout format, and most of its features are not
// currently supported. Most of them have also never been used in practice, so that's fine.
// TODO this is not quite right yet; the architect has more specific lexing documentation
// Split a statement into a number of tokens. This is, thankfully, relatively easy, due to the
// minimal syntax and the lack of string escapes (so we don't have to check for " vs \" vs \\").
// The tokens seem to be one of:
// - a bareword (could be a variable or keyword)
// - an operator
// - a literal number
// - a quoted string
// - a label
// - a comment
// And that's it! So here's a regex to find all of them, and then we just use matchAll.
const TOKENIZE_RX = RegExp(
// Eat any leading horizontal whitespace
'[ \\t]*(?:' +
// 1: Catch newlines as their own thing, since they are (sigh) important, sometimes
'(\\n)' +
// 2: Comments are preceded by ; or // for some reason and run to the end of the line
'|(?:;|//)(.*)' +
// 3: Strings are double-quoted (only!) and contain no escapes
'|"([^"]+?)"' +
// 4: Labels are indicated by a #, including when used with 'goto'
// (the exact set of allowed characters is unclear and i'm fudging it here)
'|#(\\w+)' +
// 5: Only decimal integers are allowed
'|(\\d+)' +
// 6: Operators are part of a fixed set
'|(==|<=|>=|!=|&&|\\|\\||[-+*/<>=&|&^])' +
// 7: Barewords appear to allow literally fucking anything as long as they start with a
// letter -- the official playcc2 contains `really?'"` as an accidental unquoted string and
// it's accepted but ignored, so I can only assume it's treated as a variable
// TODO i really don't like this, it's beyond error-prone
'|([a-zA-Z]\\S*)' +
// 8: Anything else is an error
'|(\\S+)' +
')', 'g');
const DIRECTIVES = {
// Important stuff
'chdir': ['string'],
'do': 'statement', // special
'game': ['string'],
'goto': ['label'],
'map': ['string'],
'music': ['string'],
'script': 'script', // special
// Weird stuff
'edit': [],
// Seemingly unused, or at least not understood
'art': ['string'],
'chain': ['string'],
'dlc': ['string'],
'end': [],
'main': [], // allegedly jumps to playcc2.c2g??
'wav': ['string'],
};
const OPERATORS = {
'==': {
argc: 2,
},
'<=': {
},
'>=': {
},
'!=': {
},
'<': {
},
'>': {
},
'=': {
},
'*': {
},
'/': {
},
'+': {
},
'-': {
},
'&&': {
},
'||': {
},
'&': {
},
'|': {
},
'%': {
},
'^': {
},
};
function* tokenize(statement) {
for (let match of statement.matchAll(TOKENIZE_RX)) {
if (match[1] !== undefined) {
// Newline(s)
yield {type: 'newline'};
}
else if (match[2] !== undefined) {
// Comment, do nothing
}
else if (match[3] !== undefined) {
// String
yield {type: 'string', value: match[3]};
}
else if (match[4] !== undefined) {
// Label
yield {type: 'label', value: match[4].toLowerCase()};
}
else if (match[5] !== undefined) {
// Number
yield {type: 'number', value: parseInt(match[5], 10)};
}
else if (match[6] !== undefined) {
// Operator
yield {type: 'op', value: match[6]};
}
else if (match[7] !== undefined) {
// Bareword; either a directive or a variable name
let word = match[7].toLowerCase();
if (DIRECTIVES[word] !== undefined) {
yield {type: 'directive', value: word};
}
else {
yield {type: 'variable', value: word};
}
}
else {
yield {type: 'error', value: match[8]};
}
}
}
class ParseError extends Error {
constructor(message, parser) {
super(`${message} at line ${parser.lineno}`);
}
}
class Parser {
constructor(string) {
this.string = string;
this.lexer = tokenize(string);
this.lineno = 1;
this.done = false;
this._peek = null;
}
peek() {
if (this._peek === null) {
let next = this.lexer.next();
if (! next.done) {
this._peek = next.value;
if (this._peek.type === 'error')
throw new ParseError(`Bad syntax: ${this._peek.value}`, this);
}
}
return this._peek;
}
advance() {
if (this.done)
return null;
let token;
if (this._peek !== null) {
token = this._peek;
this._peek = null;
}
else {
let next = this.lexer.next();
if (next.done) {
this.done = true;
return null;
}
token = next.value;
if (token.type === 'error')
throw new ParseError(`Bad syntax: ${token.value}`, this);
}
if (token && token.type === 'newline') {
this.lineno++;
}
return token;
}
advance_ignore_newlines() {
if (this.done)
return null;
let token = this.advance();
while (token && token.type === 'newline') {
token = this.advance();
}
return token;
}
parse_statement() {
let token = this.advance_ignore_newlines();
if (! token)
return null;
// Check for a directive and handle it separately
if (token.type === 'directive') {
return this.parse_directive(token.value);
}
// A string (outside of a script block) doesn't seem to do anything?
if (token.type === 'string') {
return {
kind: 'noop',
tokens: [token],
};
}
// A lone label is a label declaration
if (token.type === 'label') {
return {
kind: 'label',
name: token.value,
};
}
// An operator is not a valid start; this uses RPN so values must come first
if (token.type === 'op')
throw new ParseError(`Unexpected operator: ${token.value}`, this);
// Otherwise (number, bareword presumed to be a variable), we have an RPN expression; keep
// consuming tokens until we finish the expression
let branches = [token];
while (true) {
let next = this.peek();
if (! next) {
break;
}
else if (next.type === 'number' || next.type === 'variable') {
let token = this.advance();
branches.push(token);
}
else if (next.type === 'op') {
let token = this.advance();
if (! token || token.type === 'newline')
break;
// All operators are binary, so pop the last two expressions
if (branches.length < 2)
throw new ParseError(`Not enough arguments for operator: ${token.value}`, this);
let a = branches.pop();
let b = branches.pop();
branches.push({
op: token.value,
left: a,
right: b,
});
// TODO return now if we just did an =?
}
else {
break;
}
}
return {
kind: 'expression',
trees: branches,
};
}
parse_directive(name) {
let argspec = DIRECTIVES[name];
if (argspec === 'statement') {
// TODO implement this for real
// eat the rest of the line for now
while (true) {
let token = this.advance();
if (! token || token.type === 'newline') {
break;
}
}
}
else if (argspec === 'script') {
// Script mode; expect a newline, then sequences of [string, values..., newline]
let lines = [];
let newline = this.advance();
if (newline && newline.type !== 'newline')
throw new ParseError(`Expected a newline after 'script' directive`, this);
while (true) {
let next = this.peek();
while (next && next.type === 'newline') {
this.advance();
next = this.peek();
}
if (! next)
break;
// If this is a string, we're still in script mode; eat the whole line
if (next.type === 'string') {
let string = this.advance();
let args = [];
// TODO can args be expressions??
while (true) {
let arg = this.advance();
if (! arg || arg.type === 'newline') {
break;
}
else if (arg.type === 'number' || arg.type === 'variable') {
args.push(arg);
}
else {
throw new ParseError(`Unexpected ${arg.type} token found in script mode: ${arg.value}`, this);
}
}
lines.push({
string: string,
args: args,
});
}
// If not a string, script mode is over
else {
break;
}
}
return {
kind: 'script',
lines: lines,
};
}
else {
// Normal arguments
let args = [];
for (let argtype of argspec) {
let token = this.advance();
if (! token || token.type === 'newline') {
// If we're cut off early, the whole directive is ignored
return {
kind: 'noop',
directive: name,
tokens: args,
};
}
else if (token.type === argtype) {
args.push(token);
}
else {
throw new ParseError(`Directive ${name} expected a ${argtype} token but got ${token.type}`, this);
}
}
return {
kind: 'directive',
name: name,
args: args,
};
}
}
}
// C2G is a Chip's Challenge 2 format that describes the structure of a level set, which is helpful
// since CC2 levels are all stored in separate files
// XXX observations i have made about this hell format:
// - newlines are optional, except after: do, map, script, goto
// - `1 level = music "+Intro"` crashes the game
// - `map\n"path"` is completely ignored, and in fact newlines between a directive and its arguments
// in general seem to separate them
const MAX_SIMULTANEOUS_REQUESTS = 5;
/*async*/ export function parse_game(buf, source, base_path) {
// TODO maybe do something with this later
let warn = () => {};
let resolve;
let promise = new Promise((res, rej) => { resolve = res });
let game = new format_base.StoredGame(undefined, _parse_level_from_stored_meta);
let parser;
let active_map_fetches = new Set;
let pending_map_fetches = [];
let _fetch_map = (path, n) => {
let promise = source.get(base_path + '/' + path);
active_map_fetches.add(promise);
let meta = {
// TODO this will not always fly, the slot is not the same as the number
index: n - 1,
number: n,
};
game.level_metadata[meta.index] = meta;
promise.then(buf => {
meta.bytes = new Uint8Array(buf);
Object.assign(meta, parse_level_metadata(buf));
})
.then(null, err => {
// TODO should have: what level, what file, position, etc attached to errors
console.error(err);
meta.error = err;
})
.then(() => {
// Always remove our promise and start a new map load if any are waiting
active_map_fetches.delete(promise);
if (active_map_fetches.size < MAX_SIMULTANEOUS_REQUESTS && pending_map_fetches.length > 0) {
_fetch_map(...pending_map_fetches.shift());
}
else if (active_map_fetches.size === 0 && pending_map_fetches.length === 0 && parser.done) {
// FIXME this is a bit of a mess
resolve(game);
}
});
};
let fetch_map = (path, n) => {
if (active_map_fetches.size >= MAX_SIMULTANEOUS_REQUESTS) {
pending_map_fetches.push([path, n]);
return;
}
_fetch_map(path, n);
};
// FIXME and right off the bat we have an Issue: this is a text format so i want a string, not
// an arraybuffer!
let contents = util.string_from_buffer_ascii(buf);
parser = new Parser(contents);
let statements = [];
let level_number = 1;
while (! parser.done) {
let stmt = parser.parse_statement();
if (stmt === null)
break;
// TODO search 'do' as well
if (stmt.kind === 'directive' && stmt.name === 'map') {
let path = stmt.args[0].value;
path = path.replace(/\\/, '/');
fetch_map(path, level_number);
level_number++;
}
statements.push(stmt);
}
// FIXME grody
if (active_map_fetches.size === 0 && pending_map_fetches.length === 0) {
resolve(game);
}
console.log(game);
return promise;
}
// Individual levels don't make sense on their own, but we can wrap them in a dummy one-level game
export function wrap_individual_level(buf) {
let game = new format_base.StoredGame(undefined, _parse_level_from_stored_meta);
let meta = {
index: 0,
number: 1,
bytes: new Uint8Array(buf),
};
try {
Object.assign(meta, parse_level_metadata(buf));
}
catch (e) {
meta.error = e;
}
game.level_metadata.push(meta);
return game;
}