mirror of
https://github.com/celisej567/LibBSP.git
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Call of Duty (1): Add support for various map structures based on my most recent reverse engineering.
Other minor cleanup.
This commit is contained in:
116
LibBSP/Source/Structs/BSP/Patch.cs
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116
LibBSP/Source/Structs/BSP/Patch.cs
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#if UNITY_2_6 || UNITY_2_6_1 || UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_3_OR_NEWER
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#define UNITY
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#endif
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using System;
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using System.Collections.Generic;
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#if UNITY
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using UnityEngine;
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#endif
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namespace LibBSP {
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#if !UNITY
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using Vector2 = Vector2d;
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#endif
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/// <summary>
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/// Holds the data for a patch in a CoD BSP.
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/// </summary>
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public struct Patch {
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public short shader { get; private set; }
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public short type { get; private set; }
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public Vector2 dimensions { get; private set; }
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public int flags { get; private set; }
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[Index("patchVerts")] public int firstVertex { get; private set; }
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[Count("patchVerts")] public int numVertices { get; private set; }
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[Count("patchIndices")] public int numIndices { get; private set; }
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[Index("patchIndices")] public int firstIndex { get; private set; }
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/// <summary>
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/// Creates a new <see cref="Patch"/> object from a <c>byte</c> array.
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/// </summary>
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/// <param name="data"><c>byte</c> array to parse.</param>
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/// <param name="type">The map type.</param>
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/// <param name="version">The version of this lump.</param>
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/// <exception cref="ArgumentNullException"><paramref name="data"/> was <c>null</c>.</exception>
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/// <exception cref="ArgumentException">This structure is not implemented for the given maptype.</exception>
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public Patch(byte[] data, MapType type, int version = 0) : this() {
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if (data == null) {
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throw new ArgumentNullException();
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}
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switch (type) {
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case MapType.CoD: {
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shader = BitConverter.ToInt16(data, 0);
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this.type = BitConverter.ToInt16(data, 2);
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if (this.type == 0) { // Patch
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short x = BitConverter.ToInt16(data, 4);
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short y = BitConverter.ToInt16(data, 6);
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dimensions = new Vector2(x, y);
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flags = BitConverter.ToInt32(data, 8);
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firstVertex = BitConverter.ToInt32(data, 12);
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numVertices = x * y;
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} else if (this.type == 1) { // Terrain
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numVertices = BitConverter.ToInt16(data, 4);
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numIndices = BitConverter.ToInt16(data, 6);
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firstVertex = BitConverter.ToInt32(data, 8);
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firstIndex = BitConverter.ToInt32(data, 12);
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}
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break;
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}
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default: {
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throw new ArgumentException("Map type " + type + " isn't supported by the Patch class.");
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}
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}
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}
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/// <summary>
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/// Factory method to parse a <c>byte</c> array into a <c>List</c> of <see cref="Patch"/> objects.
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/// </summary>
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/// <param name="data">The data to parse.</param>
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/// <param name="type">The map type.</param>
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/// <param name="version">The version of this lump.</param>
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/// <returns>A <c>List</c> of <see cref="Patch"/> objects.</returns>
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/// <exception cref="ArgumentNullException"><paramref name="data" /> was <c>null</c>.</exception>
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/// <exception cref="ArgumentException">This structure is not implemented for the given maptype.</exception>
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public static List<Patch> LumpFactory(byte[] data, MapType type, int version = 0) {
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if (data == null) {
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throw new ArgumentNullException();
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}
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int structLength = 0;
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switch (type) {
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case MapType.CoD: {
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structLength = 16;
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break;
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}
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default: {
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throw new ArgumentException("Map type " + type + " isn't supported by the Patch lump factory.");
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}
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}
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List<Patch> lump = new List<Patch>(data.Length / structLength);
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byte[] bytes = new byte[structLength];
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for (int i = 0; i < data.Length / structLength; ++i) {
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Array.Copy(data, (i * structLength), bytes, 0, structLength);
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lump.Add(new Patch(bytes, type, version));
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}
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return lump;
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}
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/// <summary>
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/// Gets the index for this lump in the BSP file for a specific map format.
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/// </summary>
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/// <param name="type">The map type.</param>
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/// <returns>Index for this lump, or -1 if the format doesn't have this lump or it's not implemented.</returns>
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public static int GetIndexForLump(MapType type) {
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switch (type) {
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case MapType.CoD: {
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return 24;
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}
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default: {
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return -1;
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}
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}
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}
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}
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}
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