.pak file format of Quake game engine: JavaScript parsing library

Application

Quake game engine

File extension

pak

KS implementation details

License: CC0-1.0

References

This page hosts a formal specification of .pak file format of Quake game engine using Kaitai Struct. This specification can be automatically translated into a variety of programming languages to get a parsing library.

Usage

Runtime library

All parsing code for JavaScript generated by Kaitai Struct depends on the JavaScript runtime library. You have to install it before you can parse data.

The JavaScript runtime library is available at npm:

npm install kaitai-struct

Code

See the usage examples in the JavaScript notes.

Parse structure from an ArrayBuffer:

var arrayBuffer = ...;
var data = new QuakePak(new KaitaiStream(arrayBuffer));

After that, one can get various attributes from the structure by accessing fields or properties like:

data.magic // => get magic

JavaScript source code to parse .pak file format of Quake game engine

QuakePak.js

// This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild

(function (root, factory) {
  if (typeof define === 'function' && define.amd) {
    define(['exports', 'kaitai-struct/KaitaiStream'], factory);
  } else if (typeof exports === 'object' && exports !== null && typeof exports.nodeType !== 'number') {
    factory(exports, require('kaitai-struct/KaitaiStream'));
  } else {
    factory(root.QuakePak || (root.QuakePak = {}), root.KaitaiStream);
  }
})(typeof self !== 'undefined' ? self : this, function (QuakePak_, KaitaiStream) {
/**
 * @see {@link https://quakewiki.org/wiki/.pak#Format_specification|Source}
 */

var QuakePak = (function() {
  function QuakePak(_io, _parent, _root) {
    this._io = _io;
    this._parent = _parent;
    this._root = _root || this;

    this._read();
  }
  QuakePak.prototype._read = function() {
    this.magic = this._io.readBytes(4);
    if (!((KaitaiStream.byteArrayCompare(this.magic, new Uint8Array([80, 65, 67, 75])) == 0))) {
      throw new KaitaiStream.ValidationNotEqualError(new Uint8Array([80, 65, 67, 75]), this.magic, this._io, "/seq/0");
    }
    this.ofsIndex = this._io.readU4le();
    this.lenIndex = this._io.readU4le();
  }

  var IndexEntry = QuakePak.IndexEntry = (function() {
    function IndexEntry(_io, _parent, _root) {
      this._io = _io;
      this._parent = _parent;
      this._root = _root;

      this._read();
    }
    IndexEntry.prototype._read = function() {
      this.name = KaitaiStream.bytesToStr(KaitaiStream.bytesTerminate(KaitaiStream.bytesStripRight(this._io.readBytes(56), 0), 0, false), "UTF-8");
      this.ofs = this._io.readU4le();
      this.size = this._io.readU4le();
    }
    Object.defineProperty(IndexEntry.prototype, 'body', {
      get: function() {
        if (this._m_body !== undefined)
          return this._m_body;
        var io = this._root._io;
        var _pos = io.pos;
        io.seek(this.ofs);
        this._m_body = io.readBytes(this.size);
        io.seek(_pos);
        return this._m_body;
      }
    });

    return IndexEntry;
  })();

  var IndexStruct = QuakePak.IndexStruct = (function() {
    function IndexStruct(_io, _parent, _root) {
      this._io = _io;
      this._parent = _parent;
      this._root = _root;

      this._read();
    }
    IndexStruct.prototype._read = function() {
      this.entries = [];
      var i = 0;
      while (!this._io.isEof()) {
        this.entries.push(new IndexEntry(this._io, this, this._root));
        i++;
      }
    }

    return IndexStruct;
  })();
  Object.defineProperty(QuakePak.prototype, 'index', {
    get: function() {
      if (this._m_index !== undefined)
        return this._m_index;
      var _pos = this._io.pos;
      this._io.seek(this.ofsIndex);
      this._raw__m_index = this._io.readBytes(this.lenIndex);
      var _io__raw__m_index = new KaitaiStream(this._raw__m_index);
      this._m_index = new IndexStruct(_io__raw__m_index, this, this._root);
      this._io.seek(_pos);
      return this._m_index;
    }
  });

  return QuakePak;
})();
QuakePak_.QuakePak = QuakePak;
});