import { deflateSync, gunzipSync, inflateSync } from "node:zlib"; import type { SpriteImage } from "./image-decoder"; // ── Minimal PNG Encoder ──────────────────────────────────────────── const CRC_TABLE = (() => { const table = new Uint32Array(256); for (let n = 0; n < 256; n++) { let c = n; for (let k = 0; k < 8; k++) { c = c & 1 ? 0xedb88320 ^ (c >>> 1) : c >>> 1; } table[n] = c; } return table; })(); function crc32(data: Buffer): number { let crc = 0xffffffff; for (let i = 0; i < data.length; i++) { crc = CRC_TABLE[(crc ^ data[i]) & 0xff] ^ (crc >>> 8); } return (crc ^ 0xffffffff) >>> 0; } function pngChunk(type: string, data: Buffer): Buffer { const buf = Buffer.alloc(4 + 4 + data.length + 4); buf.writeUInt32BE(data.length, 0); buf.write(type, 4, 4, "ascii"); data.copy(buf, 8); const crc = crc32(buf.subarray(4, 8 + data.length)); buf.writeUInt32BE(crc >>> 0, 8 + data.length); return buf; } export function encodePng(width: number, height: number, rgba: Buffer): Buffer { const rawData = Buffer.alloc(height * (1 + width * 4)); for (let y = 0; y < height; y++) { const rowStart = y * (1 + width * 4); rawData[rowStart] = 0; // filter: None rgba.copy(rawData, rowStart + 1, y * width * 4, (y + 1) * width * 4); } const compressed = deflateSync(rawData); const chunks: Buffer[] = []; // Signature chunks.push(Buffer.from([137, 80, 78, 71, 13, 10, 26, 10])); // IHDR const ihdr = Buffer.alloc(13); ihdr.writeUInt32BE(width, 0); ihdr.writeUInt32BE(height, 4); ihdr[8] = 8; // bit depth ihdr[9] = 6; // color type: RGBA ihdr[10] = 0; // compression ihdr[11] = 0; // filter ihdr[12] = 0; // interlace chunks.push(pngChunk("IHDR", ihdr)); // IDAT chunks.push(pngChunk("IDAT", compressed)); // IEND chunks.push(pngChunk("IEND", Buffer.alloc(0))); return Buffer.concat(chunks); } // ── Bin-Packing Spritesheet Builder ──────────────────────────────── interface PackedRect { x: number; y: number; w: number; h: number; name: string; } function nextPow2(v: number): number { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; return v + 1; } /** * Simple shelf-based bin packing algorithm. * Sorts sprites by height descending, then packs left-to-right in rows. * Produces much tighter spritesheets than simple vertical stacking. */ function binPack(images: SpriteImage[]): { rects: PackedRect[]; width: number; height: number; } { if (images.length === 0) { return { rects: [], width: 1, height: 1 }; } // Sort by height descending for better shelf packing const sorted = [...images].sort( (a, b) => b.height - a.height || b.width - a.width, ); // Estimate initial atlas width based on total area const totalArea = sorted.reduce( (sum, img) => sum + img.width * img.height, 0, ); const maxSingleWidth = Math.max(...sorted.map((i) => i.width)); let atlasWidth = Math.max(maxSingleWidth, Math.ceil(Math.sqrt(totalArea))); // Round up to power of 2 for GPU friendliness (max 2048) atlasWidth = Math.min(2048, nextPow2(atlasWidth)); const rects: PackedRect[] = []; let shelfY = 0; let shelfHeight = 0; let shelfX = 0; for (const img of sorted) { // If sprite doesn't fit on current shelf, start new shelf if (shelfX + img.width > atlasWidth) { shelfY += shelfHeight; shelfHeight = 0; shelfX = 0; } rects.push({ x: shelfX, y: shelfY, w: img.width, h: img.height, name: img.name, }); shelfX += img.width; shelfHeight = Math.max(shelfHeight, img.height); } const finalHeight = shelfY + shelfHeight; return { rects, width: atlasWidth, height: finalHeight || 1 }; } // ── Spritesheet Builder ──────────────────────────────────────────── interface FrameInfo { x: number; y: number; w: number; h: number; } export function buildSpritesheet(images: SpriteImage[]): { png: Buffer; frames: Map; width: number; height: number; } { if (images.length === 0) { const emptyPng = encodePng(1, 1, Buffer.alloc(4)); return { png: emptyPng, frames: new Map(), width: 1, height: 1 }; } const { rects, width: sheetWidth, height: sheetHeight } = binPack(images); // Build lookup by name for pixel data const imageByName = new Map(images.map((img) => [img.name, img])); const combined = Buffer.alloc(sheetWidth * sheetHeight * 4); const frames = new Map(); for (const rect of rects) { const img = imageByName.get(rect.name); if (!img) continue; // Copy pixels row by row for (let y = 0; y < img.height; y++) { const srcStart = y * img.width * 4; const dstStart = ((rect.y + y) * sheetWidth + rect.x) * 4; img.pixels.copy(combined, dstStart, srcStart, srcStart + img.width * 4); } frames.set(rect.name, { x: rect.x, y: rect.y, w: rect.w, h: rect.h }); } const png = encodePng(sheetWidth, sheetHeight, combined); return { png, frames, width: sheetWidth, height: sheetHeight }; } // ── .nitro Bundle Creator ────────────────────────────────────────── export function createNitroBundle( jsonData: object, pngData: Buffer, name: string, ): Buffer { const jsonStr = JSON.stringify(jsonData); const jsonCompressed = deflateSync(Buffer.from(jsonStr, "utf-8")); const pngCompressed = deflateSync(pngData); const jsonFileName = `${name}.json`; const pngFileName = `${name}.png`; const totalSize = 2 + (2 + jsonFileName.length + 4 + jsonCompressed.length) + (2 + pngFileName.length + 4 + pngCompressed.length); const bundle = Buffer.alloc(totalSize); let offset = 0; bundle.writeInt16BE(2, offset); offset += 2; bundle.writeInt16BE(jsonFileName.length, offset); offset += 2; bundle.write(jsonFileName, offset, jsonFileName.length, "utf-8"); offset += jsonFileName.length; bundle.writeInt32BE(jsonCompressed.length, offset); offset += 4; jsonCompressed.copy(bundle, offset); offset += jsonCompressed.length; bundle.writeInt16BE(pngFileName.length, offset); offset += 2; bundle.write(pngFileName, offset, pngFileName.length, "utf-8"); offset += pngFileName.length; bundle.writeInt32BE(pngCompressed.length, offset); offset += 4; pngCompressed.copy(bundle, offset); return bundle; } // ── .nitro Bundle Parser ────────────────────────────────────────── export function parseNitroBundle(buffer: Buffer): { json: Record; jsonFileName: string; png: Buffer; pngFileName: string; } { let offset = 0; const fileCount = buffer.readInt16BE(offset); offset += 2; if (fileCount < 2) { throw new Error( `Expected at least 2 files in .nitro bundle, got ${fileCount}`, ); } // File 1: JSON const jsonFileNameLen = buffer.readInt16BE(offset); offset += 2; const jsonFileName = buffer.toString( "utf-8", offset, offset + jsonFileNameLen, ); offset += jsonFileNameLen; const jsonCompressedLen = buffer.readInt32BE(offset); offset += 4; const jsonCompressed = buffer.subarray(offset, offset + jsonCompressedLen); offset += jsonCompressedLen; const jsonStr = inflateJsonOrGzip(jsonCompressed).toString("utf-8"); const json = JSON.parse(jsonStr); // File 2: PNG const pngFileNameLen = buffer.readInt16BE(offset); offset += 2; const pngFileName = buffer.toString("utf-8", offset, offset + pngFileNameLen); offset += pngFileNameLen; const pngCompressedLen = buffer.readInt32BE(offset); offset += 4; const pngCompressed = buffer.subarray(offset, offset + pngCompressedLen); offset += pngCompressedLen; const png = inflateJsonOrGzip(pngCompressed); return { json, jsonFileName, png, pngFileName }; } /** * Some bundled .nitro files (e.g. official /var/www/Gamedata furniture) * gzip their contents instead of raw-deflate. Try inflate first, then fall * back to gunzip so both formats parse. */ function inflateJsonOrGzip(input: Buffer): Buffer { try { return inflateSync(input); } catch { return gunzipSync(input); } }